FSDreamTeam forum

General Category => Unofficial F/A-18 Acceleration Pack board => Topic started by: Sludge on July 10, 2012, 10:38:33 pm

Title: New FSXBA Hornet
Post by: Sludge on July 10, 2012, 10:38:33 pm
Fellers...

Even tho the original link is in the SH/CH Integration thread, I'm putting this on its own thread to make sure everyone has the chance to give JIMIs FSXBA Hornet a try, here's the download link:

http://fsxblueangels.com/hornet%20dowload%20template.html (http://fsxblueangels.com/hornet%20dowload%20template.html)

We use similar gauges and effects, but be sure to read the manual (at least go over the updates/changes)... Dont be scared, download/install, and give him your feedback. You can reach him here (JIMI08) or on his FSXBA site forum.

Later
Sludge
Title: Re: New FSXBA Hornet
Post by: GOONIE on July 12, 2012, 03:35:09 pm
Jimi,

Wow, took the FSXBA bird for a spin, really like the new updates and logic you and the team have been putting together. The jet handles great around the boat!

Curious, is there anyway to setup joystick buttons for the three new systems, Pitch Auto Trim System (Master Arm), Take Off Trim (Pitot Heat), ATC (Engine Ice)? Or do you have to activate or deactivate using the VC toggles only? Would be nice to setup buttons/short cuts for these systems if possible.

Thanks!
CAPT
Title: Re: New FSXBA Hornet
Post by: Amigo on July 12, 2012, 08:51:37 pm
Sludge;
Wow!!! What a beauty. I'm very much impressed by a whole bunch of improvements. Thanks a lot for introducing Jimi's FSXBA Hornet download link. Regards, Amigo
Title: Re: New FSXBA Hornet
Post by: Sludge on July 12, 2012, 09:43:10 pm
Amigo...

No problem. JIMI put in alot of work on that, so I'm sure he'd appreciate any feedback. Its a really good bird and flies different from the Sludge, so it's a good change of pace/mentality. Plus, I think alot of FSX'ers here like that there's another Hornet in the nest now.

Later
Sludge
Title: Re: New FSXBA Hornet
Post by: Herbie on July 12, 2012, 10:27:01 pm
Jimi,
Curious, is there anyway to setup joystick buttons for the three new systems, Pitch Auto Trim System (Master Arm), Take Off Trim (Pitot Heat), ATC (Engine Ice)? Or do you have to activate or deactivate using the VC toggles only? Would be nice to setup buttons/short cuts for these systems if possible.

Thanks!
CAPT

Hello Capt! With the FSUIPC Module from Pete Dowson, a payed one, you can Do It. See screenshot. Herb
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 12, 2012, 10:55:45 pm
Thanks guys for the positive feedback.

Jimi,

Curious, is there anyway to setup joystick buttons for the three new systems, Pitch Auto Trim System (Master Arm), Take Off Trim (Pitot Heat), ATC (Engine Ice)? Or do you have to activate or deactivate using the VC toggles only? Would be nice to setup buttons/short cuts for these systems if possible.


Yes, there is (for two out of three anyways).  The Pitch Auto Trim System, is set to be active by default.  By selecting the Master Arm switch to ARM, you actually deactivate the system.  As far as I know, there is no way set a key or button assignment to it since it is not a default FSX function/command.  Maybe Herbie's approach using FSUIPC might work for this one, but as far as I know, it can only be toggled in the Virtual Cockpit (VC).

As for the Takeoff Trim System, all you have to do is assign the PITOT HEAT function to a button or key of your choosing for it work.  This can be done by going to Options/Settings/Controls in the Main Menu and selecting the BUTTONS/KEYS tab.  From there, look for the "Pitot Heat (on/off)" entry under the "Event" column.  You will see that you have the option to assign that event to a button of your choosing.  By default, the  PITOT HEAT can also be toggled via keyboard by pressing "Shift + H".

Same goes for the Auto Throttle Control (ATC) System.  Also located in the "Event" column is the "Carb heat/eng anti-ice" entry.  Once found, simply assign it to a button or key of your choosing.  By default, the ENGINE ANTI-ICE function can be toggled by pressing the "H" key on your keyboard.

Thanks again, and I hope this helps.

JIMI
Title: Re: New FSXBA Hornet
Post by: Herbie on July 12, 2012, 11:18:39 pm
Hello Jimi!
Thank you for the FXSBA Hornet. My first test flight, 2nd try went very well, Wire 3. I never staid on the Meatball that long before, I'm a little off center. Herb
Title: Re: New FSXBA Hornet
Post by: sleightflight on July 13, 2012, 12:45:16 am
Can you install this along side the other hornets or do you need to remove some. Might sound an odd question but just wanted to make sure.
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 13, 2012, 02:05:31 am
Hello Jimi!
Thank you for the FXSBA Hornet. My first test flight, 2nd try went very well, Wire 3. I never staid on the Meatball that long before, I'm a little off center. Herb

Sweet!  Thanks Herbie!

SLEIGHTFLIGHT...
Can you install this along side the other hornets or do you need to remove some. Might sound an odd question but just wanted to make sure.

-If you already have a previous version of the FSXBA Hornet, I highly recommend removing those Hornets, other than that, you should be good.  The installer installs a new, separate set of F/A-18s so you will be able to keep your other Hornets as well.
Title: Re: New FSXBA Hornet
Post by: Amigo on July 13, 2012, 08:08:47 am
Hi Jimi 08;
I owe you and your team a big thank you for your creation of this remarkable FSXBA Hornet. What a beauty! I'm very much impressed by the numerous improvements versus the basic FSX Hornet I have been flying without any upgrades. Just the HUD itself is a tremendous improvement. I did two short missions yesterdy and what I have seen (and there is much more to enjoy) exceeded my expectations by far.
For the first time I could enjoy TCN/ILS carrier landings I missed most on the FSX basic model.
Auto trim, ATC and auto flaps make life now very easy; not to talk about the beauty of watching the leading edge flaps physically move. Just a perfect work you guys have done. Congratulations!!
I love to see the multiple clock modes on the HUD although, I don't know yet how to get it changed to GMT.
Thank you for your brilliant work, Amigo

PS.: Since a few weeks I'm a FSDT member and my flight sim enjoyment improved since then because of other members help; for free!!
Last week I downloaded a small add-on at AVSIM and I appreciated the way they encourage people for a donation of any value. Wouldn't it be nice and fair if people had a chance to show their appreciation for a job excellent done with something more than just a thank you?
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 13, 2012, 09:21:56 am
Thanks Amigo!  As stated in the manual, many thanks goes out to many individuals in the FSX community for this release.  The credit for the updated HUD goes out to Scott Printz and Neutrino, and all the cool effects and some of the gauges goes out to SLUDGE and his crew.  I appreciate the comments about the donations and all, but there are a few, like SLUDGE and I, that do it for the pursuit of having a more realistic Hornet and bettering the FSX community, as a whole and not for the money.  As long as people are enjoying, supporting, and contributing their knowledge to what we are doing, we are happy.  Thanks again!
Title: Re: New FSXBA Hornet
Post by: Amigo on July 13, 2012, 07:00:10 pm
Jimi 08;
Thanks a lot for your speedy relpy.
Yes, it wasn't hard to make out that you are a great group of professionals from which we all at FSDT benefit from and I did not expect you working for money. I don't think I ever met a Navy, Air Force or any other military pilot who was actually flying for money.
My mentioning of the donation I, for sure, did not mean that you should be paid for what you are doing for us in FSDT. I apologize if I left that impression.
What I really meant was the fact that people like your privileged group would have the chance to direct donations to those people who don't have the luxury of having a flight simulator and are people in need. I just can hope that AVSIM (I mentioned in my post) is doing something like that.
As more as I keep flying your FSXBA Hornet and being excited about it, as much I think we, the users; should appreciate the pleasure with more than just a thank you; and you, as the producer, could pass on that appreciation where ever you think it's needed.
Just a thought, Amigo
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 13, 2012, 08:05:43 pm
Roger that Amigo and sorry if I misunderstood you.  I agree with you.  I think we should pass on the thrill and enjoyment of FSX to those who are interested.  Although we are not in situation to provide simulators to those who do not have them, our team does try to help out by redirecting contributions given to our team, by our sponsors, to the general community by giving away those hardware and payware products for free via monthly screenshot contests and competitions.

...am I tracking correctly with your original intentions?
Title: Re: New FSXBA Hornet
Post by: sleightflight on July 13, 2012, 08:41:26 pm
ok thanks jimi, I have the default fsx f18 hornet , the sludge hornet & vrs superhornet, hopefully I can keep all of these , I don't use the default because the sludge is so much better, & I tend to use the sludge more often the the vrs as I get better pc performance , the vrs tends to hit fps quite a bit.
Title: Re: New FSXBA Hornet
Post by: Victory103 on July 13, 2012, 09:42:09 pm
Finally getting a chance to download this, as with Sludge's great mods, I normally only fly the CS Family Wagon, was this tested at all with BA 7 on your end? If not, I should be able to make the changes to the CS?
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 14, 2012, 01:04:36 am
Finally getting a chance to download this, as with Sludge's great mods, I normally only fly the CS Family Wagon, was this tested at all with BA 7 on your end? If not, I should be able to make the changes to the CS?

Yes sir, the auto-installer gives you the option to install just the single-seater only (F/A-18A), or both the single and CS two-seater (CS F/A-18D) variants.
Title: Re: New FSXBA Hornet
Post by: Johan on July 15, 2012, 12:26:16 am
Hello Jimi, this is a great plane, just after a few tests today. Great approaches near the boat, really stable on the glideslope.
I noticed there is no IFLOLS anymore (as part of the on-screen display), but I added it from Sludge's.
I had a tougher time approaching the KC-135 for refueling. When I deviate a little up/down or left/right, the plane is not as reactive to come back aligned with the refueling boom...it's probably just me, I need more time practicing.
On Sludge's refueling gauge, there used to be a box to check in order to extend the F-A/18 refueling probe. That was convenient, now one needs to go back to the VC to toggle it.
Thanks for the ATC, that's great.
Thank you for the plane, it's going on top of my list, together with Sludge's.

Johan
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 15, 2012, 03:39:28 am
Johan,

Thanks very much for testing, for the compliments, and for the input. 

I noticed there is no IFLOLS anymore (as part of the on-screen display), but I added it from Sludge's.

The feedback from most of the testers that I had test the jet were that they preferred not to have the IFLOLS on the screen and had rather use the system native to the carrier. 

I had a tougher time approaching the KC-135 for refueling. When I deviate a little up/down or left/right, the plane is not as reactive to come back

As for your refueling experience, the jet tends stay at the pitch angle it was at when you release the controls due to the pitch auto-trim system.  Next time, try deactivating the the trim system by toggling the MASTER ARM SWITCH in the VC to ARM.  You might have better results that way. 

On Sludge's refueling gauge, there used to be a box to check in order to extend the F-A/18 refueling probe. That was convenient, now one needs to go back to the VC to toggle it.

I'll start working on attaching the refueling probe to the refueling gauge.   

All are definitely valid points Sir, and I will try to incorporate most in the next release.  Thanks again.


Title: Re: New FSXBA Hornet
Post by: Amigo on July 15, 2012, 11:07:41 am
Jimi 08,
Thank you for your delightful note I did really appreciate. The way I read how you are taking care of the future potential FSX users is respectable. Best regards, Amigo

Johan,
Could you please explain for me what IFLOLS stands for and where to get a good KC-135 add-on for refueling (?).
Best regards, Amigo
Title: Re: New FSXBA Hornet
Post by: Johan on July 15, 2012, 04:01:08 pm
Amigo,

Improved Fresnel Lens Optical Landing System (IFLOLS).
http://en.wikipedia.org/wiki/Optical_landing_system#Improved_fresnel_lens_optical_landing_system_.28IFLOLS.29


For the KC-135, I use the one from Sludge.
http://www.flightsim.com/vbfs/content.php?106-Search-Results&cm=LISTFILES

Happy flying,

Johan
Title: Re: New FSXBA Hornet
Post by: Johan on July 15, 2012, 07:44:21 pm
It looks really good and flies superb...Thanks again Jimi.

Johan
Title: Re: New FSXBA Hornet
Post by: Amigo on July 15, 2012, 09:19:17 pm
Johan,
Thanks for your educational help. Fly safe, Amigo
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 16, 2012, 07:01:28 pm
Anytime!
Title: Re: New FSXBA Hornet
Post by: Jymp on July 20, 2012, 12:24:14 pm
Thanks Jimi for your hard work on this bird, what excatly is the difference in this bird compared to Sludges's Hornet ?
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 21, 2012, 12:23:42 am
Thanks Jimi for your hard work on this bird, what excatly is the difference in this bird compared to Sludges's Hornet ?


Thanks Jymp!  This version of the F/A-18 is a different beast from the SLUDGE variant, despite the fact that it uses a few similar gauges for effects, carrier, and refueling operations.

I consider Sludge a great friend and there have been many nights where we have worked side-by-side with each other on our own variants. We both share a "if you want it, take it" policy with our designs, therefore, you will notice some of his handy work in the FSXBA variant, just as you will notice some of my handy work in the SLUDGE variant.

All in all, our variants tend to verge in terms of the way our jets achieve their desired flight handling and characteristics. As SLUDGE often states, we works with the "less is more" philosophy in terms of flight control/handling.  Because of this, SLUDGE tends to focus mainly on the aircraft.cfg and the .air file to achieve what he wants with the jet and it's handling, while the FSXBA variant uses a variety of custom xml gauges in addition to our own FSXBA aircraft.cfg and .air files. It's the xml gauges in our jet that acts as the Flight Control System (FCS), helping the pilot to fly the jet and ease pilot workload. One great example of such is the pitch auto trim gauge. While in Up & Away (UA) flight, it constantly monitors the state of the jet and dials in nose up or nose down trim to keep the jet at 1 G flight once the flight controls are released. In Powered Approach (PA) mode, it again uses elevator trim, but to maintain a certain Angle of Attack (AOA), instead of G. And it does this 18 times per second! This is only one of many gauges that work in similar ways to control rudder input, flap operation, throttle handling, and pirouette maneuvering.

A more detailed list of the changes that we have included on our jet is attached and can be downloaded below.
Title: Re: New FSXBA Hornet
Post by: JamesChams on July 25, 2012, 09:35:21 am
Mr. Justin "Jimi" Hendrix,

Tried your *bird* (v12.3) today, for the first time ...

...must say I am quite impressed with the improvements over the default and the *other* one out there.  I actually had to go through the mental process of flying it as if it had a FBW FCS, similar to the way I would have to do with the current version of VRS' SH; an outstanding achievement on your part; amoungst the other features I really liked the improved sound (coupled with A2A's Accu-Feel), vapor FX's & new AB FX's, to mention a few.  :o  8)  I found these quite enjoyable ;D and a happy change to flying the *improved* default, and not be left feeling let-down in any way.  

Again, a remarkable achievement on your team's part.  I look forward to the next version(s), should there be any; and if you'll could consider a request, to improve on and further integrate these features by replacing the default MFD's with further improvements & including abilities found in CS' Weapons for FSX, which I'm sure that would agree would be the next logical step.... That is, if time permits such efforts on your part.

Nice work!  ;D

... off to try the improved CS F/A-18D version now! :D
Title: Re: New FSXBA Hornet
Post by: Herbie on July 26, 2012, 04:25:15 am
Need some advise: I'm getting lately those Sound error, See screenshot. I run the HD Sound from the motherboard with 2.1 Speaker configuration. In my Control-Panel/Sound setting, all test are fine. I also tested the sound-files, Betty-wave, gear-up wave and so on, in the installed FXBA_multipalyer folder "Sound" no problems there. Herb
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 26, 2012, 05:33:19 am
Mr. James Chams

Thanks for the kind words!  I'll pass them on to all those who helped create it.  Thanks also for the suggestions, we'll see what we can do.

---Break---

Herbie

Sorry to hear you are having issues with the sound files.  Do you have a standard FSX setup (i.e. FSX is installed in C:/Microsoft Games/Microsoft Flight Simulator X), or do you have it installed on a different drive?  Also, have you checked the appropriate sound folder and actually laid eyes upon the file mentioned in the error message.  If so, did you actually try playing the sound file with an audio player external to FSX, such as Windows Media Player?  If it doesn't play then, you might have accidentally corrupted one or some of your files during download or installation.  If that's the case, I'd recommend re-installing.  Please let me know what you find.

Thanks!
Title: Re: New FSXBA Hornet
Post by: Herbie on July 26, 2012, 08:28:29 pm
Hello Jimi!
I do have FSX on a separate SSD Hardrive Like: "F:\Microsoft Flight Simulator X" no quotes, On Drive C:\ WIN7/64bit and all other Programs. See Screenshot. My Speaker-Icon, lower right-side task-bar, Slider is set between 60-77% (Wife don't like the engine sound at night)  >:( Herb
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 27, 2012, 08:27:00 pm
Roger that Herb.  You might need to do a manual installation.  I'll take a look at a few files when I get home and see if we can't figure out a fix.  Thanks for your help and patience.
Title: Re: New FSXBA Hornet
Post by: Herbie on September 05, 2012, 12:19:07 am
Hello Jimi!
Here are the other screenshots. One on the ground the other just coming off the Catapult. Herb
-----------------------------------------------------------------------------------------------------------------------------------
Found this out later: I did check with Sludges F-18A+ Basic, In his  F-18 setup is a "PanelA+Basic with a Sound folder containing Betty sounds"
For the F-18A+ FX is a PanelA+FX with a Sound folder containing Betty sounds. Just a pointer. Herb
---------------------------------------------------------------------------------------------------------------------------------------
Hello Jimi!
Here are the #4 and #5 screenshots. Herb
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 05, 2012, 07:18:03 pm
Rog Herb.

Will look into it.  Thanks for the heads up.
Title: Re: New FSXBA Hornet
Post by: skimmer on September 11, 2012, 11:25:14 pm
Will this take any repaint? Also does it have the sonic boom?  Thank you. I am looking forward to useing it ;D
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 12, 2012, 10:17:48 am
Will this take any repaint? Also does it have the sonic boom?  Thank you. I am looking forward to useing it ;D

Yes, the model will take repaints although you will have to be careful registering them into the Aircraft.cfg file.  You will have to make sure the the texture entries in the Aircraft.cfg has the same file name as the .air file (i.e. FA-18_12.3) in the "sim" area.

No, the model does not come with a shock cone or "sonic boom".

Hope this helps and I hope you enjoy!
Title: Re: New FSXBA Hornet
Post by: skimmer on September 12, 2012, 09:48:54 pm
Thank you jimi,and I'm sure I will. Cant hardly wait till time arrives I when I can sit down and play ;D
Title: Re: New FSXBA Hornet
Post by: skimmer on September 15, 2012, 03:55:44 am
Hey jimi08 ,the time for me to play has arrived. Can you tell me what entries I need to edit for the vLSO program by Navypilot. The aircraft #2 needs your info. Here is the format=
Please and thank you. ;D

Custom aircraft definitions.
 All the properties are required! Aircraft section numbers must be contiguous.
[Aircraft.1]
ATC_model=S3
Type=Viking
Name=S-3B Viking
Slow=8.2
Fast=6.2
AbeamClose=1.0
AbeamWide=1.25

[Aircraft.2]
ATC_model=
Type=
Name=
Slow=
Fast=
AbeamClose=
AbeamWide=
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 15, 2012, 12:28:15 pm
Not sure exactly how this works, as I am not intricately familiar with VLSO, but I think this is what you are looking for.

[Aircraft.2]
ATC_model=FA-18
Type=Hornet
Name=F/A-18 Hornet
Slow=8.2
Fast=6.9
AbeamClose=1.24
AbeamWide=1.51
Title: Re: New FSXBA Hornet
Post by: skimmer on September 17, 2012, 05:51:41 am
Thank you jimi08. I had some time to fly today and I loved the way the Hud looked and the plane seems to handle with more ease on turns . I also noted that I had better fps than with the FSX default.During free flight it held alt better also. Very,very nice. I will edit the info you gave me into vLSO. I just wanna say great job and thanks a million ;) ;) :)
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 17, 2012, 08:56:10 pm
Thanks Skimmer, I will pass on your kinda words to all those involved as it was definitely a collaborative effort.  Glad you like it!
Title: Re: New FSXBA Hornet
Post by: dave76 on September 17, 2012, 09:06:12 pm
maybe this is not the right section, but do you know if there is a way to ripristinate the original acceleration f18 without reinstalling the acceleration pack from new?????
i tried without success and i cannot fly this, i think beautful, f18 BA.....thanks to who will help me  :) :) :) :) :)
Title: Re: New FSXBA Hornet
Post by: Orion on September 18, 2012, 01:58:36 am
Move your current Microsoft Flight Simulator X\SimObjects\Airplanes\FA-18 folder to a different location, then re-run the Acceleration installer with the repair option.
Title: Re: New FSXBA Hornet
Post by: dave76 on September 18, 2012, 01:16:16 pm
i hope it doesn't mess up everything.........anyway thanks orion for your help, really aprreciated  :) :) :) :) :) :) :) :)
Title: Re: New FSXBA Hornet
Post by: kamchatka on October 18, 2012, 01:15:45 am
Hello. V happy to find this forum. Downloaded the upgrade pack and mostly - wow. There's no going back now. A few comments/questions.

Firstly - amazing job guys - has to be said.

A little surprised that Ray Gagnon's v. pretty CAF Snowbirds livery was not part of this download but then we did get some other goodies like the Test Pilot School livery.

You're using the Pitot and Anti-Icing buttons. So I thought before I ask a stupid question, I would check to see what happens at height in cold temperatures. Departed Kodiak (PADQ) with FL38 direct GPS route to Unalaska (PADU) with time and date as of today (so pretty cold up there). Used the Flying Omars configuration. The plane was having real problems beyond about FL25, unable to maintain height, AoA bumping right up and losing speed rapidly. Is this to do with the lack of pitot and anti-ice? With the old MS version of the F18, I had no issues with this kind of route in these temperatures.

Is the ILS crosshair in the HUD for manual guidance only? It doesn't seem that I can lock to it, as per a std runway ILS - or am I missing something?

I've only just recently learned about the aicarriers2 and the fully loaded Nimitz - so have been having a laff with all that stuff.

Seriously, overall you all did something special here. It's like xmas all over again. Thanks

Title: Re: New FSXBA Hornet
Post by: jimi08 on October 18, 2012, 10:52:12 am
Kamchatka,

Thanks for the complements!  I will pass your good words on to those who helped create the aircraft.

Now, about your issue....
Initially, I will say that it does NOT have anything to do with the Pitot Heat.  The pitot heat servers as the enabler for the takeoff trim under certain conditions, none of which permit it to server as the takeoff trim button while airborne.  If not activated when needed, it will give a false indicated airspeed of 48 KTS.  The Engine Anti-Ice serves as the enabler for the Automatic Throttle Control (ATC) function.  The conditions for this function do allow for its use while airborne.  I am not too sure how this effects the throttle performance at the altitudes that you have mentioned.

My best theory of what's causing your problems is the autoflaps function.  As you mentioned, the slower you go while trying to maintain attitude, the higher your AoA will rise.  This in turn causes the flaps to deploy further and further based on their logic.  The more the flaps are deployed, the more drag is created by them, which in turn slows your aircraft even more, causing you to pull back on the stick to maintain attitude which exacerbates the problem even more.

The other problem is that most jet aircraft in FSX has flaws in engine coding, causing their efficiency to diminish as altitude increases, when in reality, engine efficiency is supposed to increase until around 36,000 ft.  This forces many designers (including myself) to make a choice of either having an aircraft that performs well at altitude, but like a rocketship at sea level (i.e. default Hornet), or to have an aircraft that behaves nicely at lower altitudes, but under-powered at higher altitudes.  Since our team's routine doesn't take us above 15,000 ft.  I went with the later.  The 2013 FSXBA variant that I am currently working on has corrected engine coding that allows it to increase in performance as altitude increase.  So at sea level, the jet's maximum airspeed w/ AB is around 1.2 Mach and 1.8 Mach at 36000 ft.

For now, this can probably be remedied by making sure you have sufficient energy while climbing to those altitudes.  Try to keep your AoA below 2 degrees or the flaps will start deploying.

As for the ILS issue, I will have to take a look at it when I get the chance.  I am in the middle of a cross-country move right now, so I will check it out when I am back on my feet.

AI Carriers is a great product for those seeking to do carrier operations.  I highly recommend using it in conjunction with VLSO :)

Thanks again.
Title: Re: New FSXBA Hornet
Post by: kamchatka on October 21, 2012, 09:44:59 pm
Jimi

Thanks. Yes, I understand that the main interest is going to be under FL15 - even outside of the Blue Angels routines, I guess most of the fun is about carriers, bridges, canyons etc. But I think you are right about the auto-flaps and it makes sense too.  Looking forward to the 2013 variant already, yaay.

One other small point I noticed...if you pause a level flight, releasing pause pushes the nose up significantly. I guess this is something to do with auto-trim. Is there a quick fix I can apply to a config file to stop this?
Title: Re: New FSXBA Hornet
Post by: jimi08 on October 23, 2012, 05:08:03 am
Yes you are correct.  If you pause the sim, the trim will continue up (or down) whilst the sim is paused.  The trim will immediately re-center once the sim is un-paused and positive control is placed on the stick.  For the time being, you can probably disconnect the autotrim prior to pausing by placing the Master Arm Switch to the Armed position. This is another fix we are working on for the 2013 release.  Thanks again.
Title: Re: New FSXBA Hornet
Post by: murthy on October 24, 2012, 09:18:54 pm
   i want to thank for your efforts to improve the hornet flyable like the payware quality addons for me. i am following this project since you started and happy to hear you continue to improve this beauty. is there any chance to add spin characteristics on 2013 version?
thanks
Title: Re: New FSXBA Hornet
Post by: kamchatka on October 25, 2012, 11:39:06 pm
Thanks Jimi - ok.

Seeing as how you're working on upgrades I'd like to make a request? I reckon it would be handy to have some kind of eye-level indicator to show when these two recently added features (auto trim and auto speed) are activated. Presently, its a bit tricky flicking down to see if the (former) heat switches are where you expect them or not (I don't have that fancy head-tracking gadgetry) and to be honest, I normally need to double check when I'm on final approach and I could do without the stress if you know what I mean? So some kind of HUD indication - even a tiny dot or something. In reality, by the time the upgrade arrives, I'll be fluid with the machine and the controls but it might help other newbies in future.

edit...doh - "ATC"  appears in HUD for speed hold? Just noticed.
Title: Re: New FSXBA Hornet
Post by: jimi08 on October 28, 2012, 06:59:58 am
Murthy:
Thanks a ton for the compliments.  I am currently in a move from Monterey, CA to Norfolk, VA.  Once I get settled in, I will take a stab at it.  FSX is very finicky when it comes to stalls/spins.

Kamchatka:
Roger that.  Yes, the "ATC" indicator appears on the HUD when the auto-throttle control function is active.  I'll try to think of something for the Takeoff Trim.  I will probably add some sort of indication in the Shift+4 "Status Gauge" on the status of the trim and most likely the flaps as well.

Thanks guys for the suggestions/feedback!
Title: Re: New FSXBA Hornet
Post by: kamchatka on November 01, 2012, 09:02:33 pm
Hi Jimi

Now that I've had a bit more time to fly the new F18 I've got a bit more feedback, I hope it's useful.

From a carrier landing perspective it's awesome. The take-off trim assist is handy and the ATC on landing leaves me free to concentrate on the positioning, so that's brilliant too. Landed in dense fog earlier today - no issues - the TACAN/ILS crosshairs brought me in beautifully.

I noticed an issue with the afterburner last night. Was doing a kind of routine flight from Victorville (KVCV) to Vandenburg (KVBG) at just FL13. Once it levelled out, I edged the speed up slowly. The first stage of afterburner kicked in at about 103% thrust but it was only on for a few seconds when suddenly, the afterburner (by itself) switched to full power. Pressing F2 to reduce it did nothing - the only way to cancel it was to press F1 to cut the thrust altogether. Just in case it was a temporary glitch, I took it up again, on exactly the same route and the same process. Same thing happened.

The other thing I have trouble with is the auto trim when doing a carrier take-off. If I land on the carrier then move over to the catapult, the autotrim doesn't work (I understood from the guide that it does the same as a land-based take-off but with slightly different parameters). I've not tried placing myself on a carrier to start with, only tried after landing on one. For the record, I lock on to the catapult, one stage of flaps, 90% thrust and try the auto-trim at that point. I've also tried the same procedure with varying tilts on the elevators -no effect - and I've tried engaging the autotrim before applying the thrust - also no effect.

It'd be good to hear your thoughts.

I also tested the bird on a FL35 flight and as you suggested, turned off the FCS before I achieved much height. It went straight up to FL35 without any issues, so it was the autoflaps causing the problem I mentioned in an earlier post. Thanks for the workaround.

Cheers
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 02, 2012, 04:13:45 am
Hey Kamchatka,

Good stuff.  Thanks for the eval and feedback.  Now to answer some questions/issues.


Quote
I noticed an issue with the afterburner last night. Was doing a kind of routine flight from Victorville (KVCV) to Vandenburg (KVBG) at just FL13. Once it levelled out, I edged the speed up slowly. The first stage of afterburner kicked in at about 103% thrust but it was only on for a few seconds when suddenly, the afterburner (by itself) switched to full power. Pressing F2 to reduce it did nothing - the only way to cancel it was to press F1 to cut the thrust altogether. Just in case it was a temporary glitch, I took it up again, on exactly the same route and the same process. Same thing happened.

What you were experiencing was the throttle control system built into the autothrottle system for the FSXBA Hornet.  While we were working on proper thrust curves that are more accurate as altitude increases (aerodynamic airspeed controller), we put a "mechanical airspeed controller" gauge into our variant that controlls the throttle so that one can not overspeed the jet.  It takes altitude into consideration and linearly extends the max allowable airspeed from Mach 1.2 at seal level to 1.8 at 36,000 ft.  So the throttle movement you are witnessing is the gauge working to keep you within parameters.  The 2013 variant will not have this gauge as the thrust curves have been fixed, eliminating the need of the mechanical airspeed controller.

Quote
The other thing I have trouble with is the auto trim when doing a carrier take-off. If I land on the carrier then move over to the catapult, the autotrim doesn't work (I understood from the guide that it does the same as a land-based take-off but with slightly different parameters). I've not tried placing myself on a carrier to start with, only tried after landing on one. For the record, I lock on to the catapult, one stage of flaps, 90% thrust and try the auto-trim at that point. I've also tried the same procedure with varying tilts on the elevators -no effect - and I've tried engaging the autotrim before applying the thrust - also no effect.

I need a little more clarification on your situation.  The Carrier Takeoff Trim should work the same as land-based version.  The only differences is the stabilators and trim values are increased a little for carrier launches.  There are no visual indications on the HUD present.  The trigger that the aircraft uses to distinguish between land-based and carrier based is the Launch bar.  If it is extended and the Carrier Takeoff Trim gauge is activated, it will set the stabs for carrier launch.  By design, it system set the aircraft at a 10 degree nose up pitch attitude shortly after launch.  A visual indication that the trim is set is by looking at both the trim indication located on the bottom right of the center MFD, and also the flight stick should move aft slightly once activated.  Once you move the stick, it should center for a split second, and then return to the slightly aft position.

Quote
I also tested the bird on a FL35 flight and as you suggested, turned off the FCS before I achieved much height. It went straight up to FL35 without any issues, so it was the autoflaps causing the problem I mentioned in an earlier post. Thanks for the workaround.

Good deal.
Title: Re: New FSXBA Hornet
Post by: kamchatka on November 09, 2012, 11:10:07 pm
We've just got to await the 2013 model then  :)

I figured out the auto-trim gripe. Its all because I fly the hornet from the keyboard (I know, I know - one day I'll get round to buying a stick.). The problem is that AFAIK the keyboard doesn't re-center the stick forwards and backwards, only side to side. So what happens is that if the stick is not centered, nothing happens when you press Shift H. But...let's say the stick is pulled right back and the trim readout says something like 0.2NU, if I press Shift H, push the stick forward slowly there comes a point when the NU readout jumps to 7.0 (on land) - then I know the stick is also in the correct position and when I take off it acts as it should too and automates to the secondary trim setting. So if the stick is too far forwards, I do the same process but gently pull the stick back until the NU reads correct. I guess if you are using a proper joystick, it will automatically be centered to the correct position already so Shift H will act like you intended, every time.

BTW For sure the same thing happens on the carrier but with the alternative trim-settings you described.

It is possible to update this so that it works no matter the initial position of the stick? I know this means pandering to joystick-less heathens but we too like your bird :)

Roll on 2013.
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 10, 2012, 05:57:52 am
My apologies.  Didn't you were operating without a joystick.  Keyboard flying is a whole different story entirely.  As far as I know, I don't think that there is a way for the autotrim system to work by using keyboard alone.  The system is programs to work once the stick is within 3% of center.  This tells the system, that the pilot has released the controls and for it to take over and do its thing.  Once the controls exceed 3% forward or back, the system nulls out the pitch trim and returns control to the pilot.  If I took out the 3% rule that tells the gauge when to take over, the system would constantly try to trim the aircraft to 1 G flight, regardless of pilot input.  This means that the system would constantly fight the pilot with pitch inputs by inducing elevator trim in the opposite direction that the pilot is trying place the aircraft.  If you pull back on the stick/keyboard for positive G, the system would induce nose down trim in an attempt to get you back to 1 G.  Likewise, if you pushed forward on stick/keyboard, the system would induce nose up trim in an attempt to get you back to 1 G.


Quote
(I know, I know - one day I'll get round to buying a stick.)

Now might be the time  ;D  There are plenty of decent joy/flight sticks out there for all level of simmers.  Saitek and Thrustmaster have sticks available from $15 - $400.
Title: Re: New FSXBA Hornet
Post by: murthy on January 04, 2013, 06:21:52 pm
  is there any news about 2013 version of this improved beauty?
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 12, 2013, 08:07:36 am
Hey Murthy,

My apologies for the late response.  Yes the 2013 is still in the works, but still a ways from completion.  Currently, I am working on the following for the next release:

-Updated power/acceleration tables so that the jet handles correctly at both low and high altitudes
-Updated Powered Approach (PA) Mode
-New/Updated Textures
-Tweaking an existing Camera shake to emulate air buffeting during high G/ high Alpha Conditions
-Updating Fuel Consumption per giving power/throttle conditions
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 12, 2013, 08:45:33 am
-New/Updated Textures

Any sneak peaks at some possibly upcoming textures?  I can't speak for everyone, but I know I would LOOOOVE some more paints for what I like to call the "Captain Sim F-18D with FSXBA enhancement"  ;D
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 15, 2013, 09:11:24 pm
Sorry man. Still working on flight handling/characteristics right now.  Textures are a ways down the list.  I will start posting some once I get to that area.  Thanks for your patience Sir.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 16, 2013, 08:02:44 am
Textures are a ways down the list.

I figured, but it never hurts to ask.  Keep truckin along my friend.
Title: Re: New FSXBA Hornet
Post by: kamchatka on January 16, 2013, 03:46:22 pm
What does this mean...Updated Powered Approach (PA) Mode
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 17, 2013, 03:31:49 am
Kamchatka,

It means that I have taken a different approach on the Powered Approach Mode.  Since I don't have the coding freedom to model the Powered Approach mode exactly like the real thing, I have taken a different approach to modeling the trim control system.  In the 2012, the system automatically trims to set the aircraft at the optimal 8.1 degree Angle of Attack.  In the real aircraft however, the pilot is able to manually adjust the Angle of Attack at which is the aircraft is to maintain by using the trim button.  Since I am not yet able to accurately able to replicate this in the Acceleration Hornet, I am trying a more dynamic route with the 2013 Hornet.

The Powered Approach Mode for the 2013 Hornet constantly monitors the AOA and maintains the AOA that the aircraft was flying at the moment the stick is returned to the neutral position.  This allows the pilot to easily select the desired AOA of his/her choosing while on approach.  If the pilot wants to fly 8.1 AOA, all he/she has to do is make the normal stick/power adjustments to get the aircraft to 8.1 AOA and then release the stick.  At that point the trim system will lock in 8.1 degrees and will maintain it for him/her.  If the pilot decides he/she wants to fly 9.0 AOA instead, all he/she has to do is gently pull back on the stick and/or ease power to get to 9.0 AOA and release the stick.  The aircraft will then lock in 9.0 AOA and maintain 9.0.  During my Miramar F/A-18 Simulator experience with Sludge, we both noticed that the trimmed AOA  would briefly flash in the lower right side of the HUD once the aircraft was trimmed to a new AOA.  I tried to replicate something similar by having the "trimmed to" AOA show up on the HUD on the lower right side of the HUD.  Once the trim system has trimmed the aircraft to .1 degree of its assigned AOA, the indication disappears.

If anyone is interested in testing out the flight modeling for what I have so far for the new 2013 FSXBA Hornet, please download from the link below.  It only contains one texture (orange/white prototype) and minimal effects to keep the file size down.  Once I finalize everything for it, I will add more/new textures and re-attach the effects. 

http://www.fsxblueangels.com/hornet%20prototype%20download%20template.html

Some things to look for:
-Powered Approach Mode (as described above)
-High-G, High AOA buffeting (camera view effect)
-Adjusted Military and Afterburner Thrust curves
-Adjusted High/Low speed handling
-Ground/Flight Idle adjustment (61% N2 on ground, 68-70% in air)

It would be great to get some feedback!  Thanks in advance!
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 17, 2013, 08:47:54 pm
I have only had time to fly one lap around the boat, but boy oh boy is it lovely!  Holds AOA really well.  Here's a screenie of my pass.
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 17, 2013, 09:25:11 pm
Sweet!  Nice pass!
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 17, 2013, 10:53:23 pm
Sweet!  Nice pass!

Thanks! That was actually the best pass I've ever had. My groove time was pretty long since I was on speed at about 124 knots with about 2800lbs of gas.  The bird really does fly well.  It felt rock solid from abeam all the way down to the wires.  When I get a chance later I'll try a few more passes under various conditions and see how she holds AoA with slight crosswinds, turbulence, etc.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 18, 2013, 08:18:07 am
Still loving the 2013 beta. But going back to textures for the 2013 bird...  8)  1) Who did the VFA-106 paints?  They seem so much more crisp than the other textures.  2) Any chance we could get that guy working on this wonderful bird? See attached. I'm sure it would be a total pain in his hind parts, but man would it be fun to fly the Sidewinder route in that thing! 

Thanks for all you do for us Jimi!

Pyro out.
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 18, 2013, 01:39:56 pm
Thanks again for taking the time to check it out and for the input.  As for the textures of the 2012 bird, they were done mainly by 4 different groups/individuals.  The majority of them were done by Ray Gagnon.  The Blues Angels textures were done by the FSXBA.  Micro did the VMFA-323 textures and they guys over at FSX Fleet did the VFA-106 and 125 textures.  I'll talk to them and see if they have any more to contribute for the upcoming release.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 18, 2013, 06:36:30 pm
Flew some FCLP and I couldn't get the ATC to engage on the downwind. Is that still implemented in the 2013 bird? I never really used it in the 2012 bird unless it was crappy weather case 3 ops. I was probably just doing something wrong. I was at 145kts at 600agl, fair weather, about 4000lbs of gas.
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 18, 2013, 08:06:43 pm
I didn't make any changes to it so it should work as normal.   I haven't re-evaluated it with the 2013 Hornet.  I will look into it.  Thanks.
Title: Re: New FSXBA Hornet
Post by: felixthreeone on January 24, 2013, 03:47:27 pm
I have been doing some back-to-back flying with this jet and the Sludge, both are really good! I cannot seem to get the auto flap function to work, though? Am I not flipping a switch somewhere? The manual says that they are conditionally automated, but once I am airborne they don't move regardless of speed and/or AOA....
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 24, 2013, 04:36:03 pm
Thanks for the compliment!  The flaps are manually operated with the aircraft in the dirty (gear down) configuration. They go into the auto mode once the aircraft is in the clean (gear up) configuration. From there, they are AOA controlled as you mentioned before. Did you have your landing gear extended while testing the flaps?
Title: Re: New FSXBA Hornet
Post by: felixthreeone on January 24, 2013, 07:14:58 pm
Thanks for the response, Jimi! I did have the gear down...and after setting takeoff flaps, which worked, they wouldnt come up at all...even with the gear retracted and in level flight at various airspeeds. Also I couldn't manually move them either...which would make sense since they are supposed to be in auto lol
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 24, 2013, 07:58:23 pm
Hmmm.... Do you have your flaps mapped to a button or an axis on your joystick/throttle?  Having the flaps are mapped to an axis might cause an issue.
Title: Re: New FSXBA Hornet
Post by: felixthreeone on January 24, 2013, 08:51:55 pm
Thanks for the response, Jimi...the flaps control that I use is on my Saitek multi-panel; I also have them mapped to a key on my X-52 Pro....could this be the problem? Is there a workaround?

.....I tested it with the default Accel hornet and the auto flap function still works on that one?

They aren't mapped to an axis, just to a joystick rocker switch to raise/lower...
Title: Re: New FSXBA Hornet
Post by: felixthreeone on January 24, 2013, 09:14:23 pm
Just did another test; This time, I used the VC flap control to lower the flaps to T/O position. Departed, and when I raised the gear the auto flaps were working. When I lowered the gear, the flaps worked manually (not automatically) using my joystick/panel controls, which Is the way it is supposed to work (I think). Either way, It works! Thanks for a great addon!
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 25, 2013, 07:37:32 pm
Great to hear!  Glad you got them working!  Thanks again for the feedback
Title: Re: New FSXBA Hornet
Post by: kamchatka on January 26, 2013, 06:37:55 pm
Hello Jimi

I've had a good look at the 2013 model. You've put a lot of time into it, that's clear. Thanks for the beta release, it's good to have a sneak preview :)

Further to one of my earlier posts in this thread, I've got my hands on a stick (finally) but it's taking some time to get used to it (null zones - Phfff), so I'm not really in a position to be a quality tester for the AOA thing yet but I appreciate your earlier explanation and I am practising like hell.

I notice that you also sorted the auto-flaps issue (also previously discussed in this thread), so now there's no problem taking the plane up to 30 or 40,000ft.

The camera/buffeting is cool. I have the force-feedback on my stick set to off because it makes such a racket (ha!) but I wondered if you modelled that in too?

I did notice a couple of changes which maybe are still to be checked out...
1) The max speed seems to have increased, is this correct?
2) The fuel-usage seems incorrect. You know that sweet spot just after the afterburners come on and suddenly the fuel efficiency increases (is there a technical term for this)? Well that seemed to be really exaggerated. I did a regular flight from Oceana NAS to Pensacola Nas at FL40. Its around 650nm. Even with a 95kt headwind I my fuel range was showing over 10 hours - I would have expected it to be around 1.5 to 2.00 hours. By the time I reached Pensacola I had only used 15% fuel - I would normally use at least that amount just for the climb to cruise height. For low speed carrier ops, the fuel seems to burn as expected.

Off-topic comment but was pleased to see that Dino won his award for the Goshawk. Very deserved. http://indiafoxtecho.blogspot.co.uk/ (http://indiafoxtecho.blogspot.co.uk/)

Thanks again Jimi.
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 27, 2013, 01:38:25 am
Roger that and thanks for the feedback! As far as the power curves go, they should be good to go. The jet should do about Mach 1.2 to 1.3 at sea level and about 1.8 at FL 360 at max power. This years version features aerodynamic speed limiters (jet simply can't go any faster under given power) instead of using the mechanical speed limiters from last years model (gauge automatically retards the throttle once max speed has been reached).  The fuel glitch on the other hand needs to be fixed/tweaked. Thanks for catching that. I'll get to work on it. Thanks again.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 12, 2013, 07:00:33 am
Jimi,

I've finally had enough time free of RL distraction to really give the 2013 bird the attention it deserves and I've noticed several things:

1) I did a pattern at max gross landing weight and my onspeed IAS was 162 knots. I don't have a legacy hornet NATOPS handy, but it seems a bit excessive.
2) I can confirm the fuel consumption issue. She's barely sipping from those tanks once you get above around 10k ft. 
3) When making very minor AoA adjustments in the groove, nothing appeared on the HUD.  Does the change in AoA have to exceed a certain amount for it to display the symbology? I really only saw it flash on the HUD as I was getting configured just prior to my abeam call.
4) Still no joy on the ATC switch.  It animates and then bounces right back to the default position.  You mentioned in a previous post that you didn't make any changes to it though.  Perhaps something in some of the new XML stuff is interfering with it's operation? I only have a limited knowledge and use of C++ so I don't really have a clue  :P
5) I couldn't find a way to adjust the radar altimeter setting.  It's set to the correct altitude of 350ft but I prefer having it set to 450.  Is there a way to change it or is that hard coded in somewhere?

My last question is this: are we free to modify the bird for our personal use?  I only ask because I would love to add Sludge's IFLOLS gauge to the panel as my ball isn't crisp enough to see until about 1/2 mile out.

Thanks again for keeping the Legacy Hornet alive and kickin in FSX!

Pyro
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on February 12, 2013, 08:44:44 am
Hornet Approach AoA Chart + Weights from NATOPS. 137 KIAS at Max. Landing Arrested Weight of 33,000 lbs seems to be the number for Opt AoA.
Title: Re: New FSXBA Hornet
Post by: Sludge on February 12, 2013, 06:46:34 pm
Pyro...

I think I can help with a couple of your questions, since I work with Jimi on his bird alongside what I do for mine.

1) Yes, it is excessive, if you're at 33k. What's your fuel state? Also, keep in mind, that .PDF Spaz included also says "3.5 glideslope MAX"... well, FSX being FSX, we are stuck with a 4.0 meatball glideslope and the JR/Printz Combat HUD ICLS g/s needle is set to that as well.

5) It's in the UFC Init.XML file, which should be located within the PANEL folder with the BlackBox\UFC XMLs. There are settings in there you can change so it comes up that way "default". Or you can change it in-flight via Serge's UFC BlackBox panel. Not sure if Jimi has this installed... if not, you can mod the UFC Init.XML so that it starts with this all the time.

** You should be fine modding the bird for your particular likes. I know Jimi and myself are of a similar mindset... so you can do whatever you want to it, you paid for FSX and Acceleration, and both our mods are freeware. Same goes for my bird, within the limits of other individual's code limitations (ie. JRs Refueling gauge code; Skippy Bing's Wire Caught gauge code), you are free to add/change/reconfigure mods to your liking. I know that I'd be more than happy to see other's mod/tweak what I've done, and post those results here so that other's can try them out and add to the FSX Nav Av community.

Later
Sludge
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 13, 2013, 04:01:33 am
Sludge,

I set up the bird with 90% in each tank which is 9450lbs of gas. Gross weight was 34150lbs at takeoff from Oceana.  Dumped fuel before entering the pattern and had it down to 8400lbs of gas (100lbs over max trap) about a mile behind the boat.  Then I flew the standard Case I pattern.  I was also using the default fair weather when I tested it.
Title: Re: New FSXBA Hornet
Post by: Sludge on February 14, 2013, 04:25:05 am
Pyro...

OK, ya, thats extremely high. Now when you do an approach, I'm assuming you have FULL FLAPS selected and you got an AMBER DONUT on the AoA Indexer? If you are, something is really wrong with the PA (powered approach) profile, and I'll have to talk with Jimi about it.

Also, remember, you have to get a total of 30+ kts of wind over deck (meaning, down the angled deck) for a FSX-realistic carrier approach. So take the carrier speed (get it by shift-z when youre on deck), then add whatever wind down the angle (Base Recovery Course -10 deg) to make it a total of 30+ knots. This will give you the best balance between real-world and FSX carrier landing ops, because of the high meatball setting.

I'll get Jimi's latest iteration and see how it handles behind the boat, so I can compare to what you are saying.

Later
Sludge
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 14, 2013, 06:43:08 am
Sludge,

Yep.  Full flaps and amber donut on the indexer.  But I used fair weather which I think only has a few knots of wind in some random direction. The vLSO debrief shows 26 knots as the wind over deck.  If I understand how it works (I probably don't) adding 6 or 7 knots more wind over the deck would only reduce my onspeed airspeed by 6 or 7 knots, which would still be 155 or 156 knots.  I'll fly a few more patterns this weekend and see.  Maybe I'm dyslexic and I was onspeed at 126 IAS  ::)
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on February 14, 2013, 09:24:55 am
'pyroperson' I'm dialectric and chuckling like crazy at you last phrase.  ;D

Wind Over the Deck WOD is an addition of forward ship speed usually into the natural wind. If a 10 knot wind the ship needs to be at 20 knots to make a WOD of 30 knots. When moving through the air your airspeed will be the same - however depending on the direction you fly into or out of or sideways to the natural wind (and altitude) will determine your groundspeed. The higher the WOD the more your actual approach angle will decrease by a certain amount. There is such a thing as too much WOD - so for every aircraft there is an ideal WOD. I can post a diagram about the Glideslope / WOD effect.

LSO Manual (1Mb): http://www.navyair.com/LSO_NATOPS_Manual.pdf
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 15, 2013, 04:10:18 am
Glad you got a kick out of that Spaz  :D

Thanks for the little excerpt from the LSO manual.  There's some fantastic info on there.  I would imagine though that the ideal WOD doesn't differ much between jet aircraft such as hornets, rhinos and prowlers.  I'm assuming that it's the Hawkeyes and CODs have a different ideal WOD.  And who knows about the helos.  Those things are weird  ;D

PS - Sludge...Not sure if you are the right person to ask this, but do you know how I would go about editing the forward speed of the boat?  I'm hoping to get a bit more realistic groove times.  And as a side note I creeped on your profile and noticed you are from my neck of the woods.  I lived in Enid up by Vance for a good while when I was growing up.

Pyro
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on February 15, 2013, 04:43:09 am
'pyroperson89' you can have a look at the statistics in the PDF (1.2Mb) here: http://www.dtic.mil/cgi-bin/GetTRDoc?Location=U2&doc=GetTRDoc.pdf&AD=ADA239511

Not all the aircraft you mention are in the study but it does seem counter-intuitive until you read the pdf. Excerpt front / back in the Gif attached. This effect and other carrier landing issues have been discussed quite a bit on this forum but not lately. Did not realise until today that the text can be easily extracted from this version of the PDF anyway. Here is onesuch:

"...For a carrier conducting flight operations, the aircraft recovery bulletins prescribe a minimum value of "wind over deck" required to land aircraft. The values are different for each aircraft type. "Wind over Deck" is the sum of two components, first the prevailing natural wind and second, the wind created by the forward motion of the ship. The carrier normally sails into the prevailing wind to maximize the value of "wind over deck". The actual "wind over deck" provided is determined by the requirements of the various types of aircraft in the landing pattern, the amount of natural wind, the sea state and other ship operating constraints (such as restrictions on operating areas, weather, other maritime traffic, speed capability or fuel state of escorting vessels). To reduce the carrier's fuel consumption, minimum ship speed is often used consistent with operational requirements...."

There are four examples of WOD used with formulae that are too difficult to repeat here in text format which will help understanding of the contention about 'ideal WOD'. Here is an excerpt (easy text) about FCLP:

"Field Data Verification
In an attempt to verify the analysis of the effect of wind over deck on aircraft approach speed, the data from F-14 Field Carrier Practice Landings was reviewed. This data was collected during Survey 37 at NALF FENTRISS. These landings were performed with very little wind, typically two to four knots. The approach speed versus landing weight for a total of one hundred and eight F-14 landings were plotted on figure (9). When compared with the NATOPS approach speed curves the data shows approach speeds higher than recommended. However, to control sink rates for field landings, the glideslope is set at 3.25 degrees, not the 3.5 degree setting used for most carrier landings. When the measured values of approach speed are normalized to the 3.5 degree setting, the results change significantly, as shown on figure (10). This suggests that the increase in approach speed over the NATOPS recommendation seen in this data is caused by the lower lens angle.

This is another situation that supports the assertion that the corrections the pilot makes to hold in aircraft on glideslope result in the increase of observed approach speed...."
Title: Re: New FSXBA Hornet
Post by: Sludge on February 15, 2013, 07:12:33 am
Pyro....

I'm not sure how to edit carrier speed in Free Flight, but you can use a program called AI Boat Traffic Compiler (AIBTC) to get what you want with some minor FSX editing skills. I'd suggest downloading and installing Carrier Tracks 1 and 2, then using the AIBTC to modify the tracks and edit the boat's speed there.

If you don't have those or know where to get these files, google them with FSX included and if no success, holler back. I made a custom Carrier Track that puts a "CQ carrier" (Javier carrier w/T-45 and F-18s on deck; all cats and trap cleared) sailing from San Diego to Los Angeles at 0803L (Case I) and 2003L (Case III) at 15 kts. So all you have to do is setup the weather for 15+ kts down the deck, load up a Hornet at NASNI, save it, and youre ready to jump right into carrier quals. If you dont want to deal with editing, holler and I'll send you my custom .BGL file. It also includes a Tanker that takes off out of San Diego Airport and flies up to Vegas about 0810L and 2010L, so you can do some CQs and then get some day/night air-to-air refueling hacks on the way to Nellis.

Oh ok, I've been there a few times, one of my buddies went thru airforce UPT there as a Marine SNA (student naval aviator). It's OK, just out in the middle of BFE (Bum F^%K Egypt), so there wasn't a whole lot to do off-duty except workout, study for next flight, or get blitzed.

Yeah, I'm not an Okie, but I do have a great contractor job (E-3 mission crew sim driver) here at Tinker that pays the bills really well and keeps me in FSX Nav Av and being a golf instructor.

Later
Sludge
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 15, 2013, 07:43:08 am
Sludge,

I would love to have that BGL.  Sounds like a fun little hop.  I'm afraid I don't have much to offer in return other than a few humble flightplans for the Sidewinder route and Star Wars Canyon in Oman.  They're simple, but it took me weeks the get all the waypoints in the right spots.  The Sidewinder is a lot of fun if you have a good mesh and you like flying lower than snake sh*t.  The drop from the mountains down into the salt flats in Death Valley is a real blast if you're flying with a few other people.

Pyro
Title: Re: New FSXBA Hornet
Post by: Sludge on February 15, 2013, 06:10:30 pm
Pyro...

Here you go. Just drop these in your FSX\Addon scenery\scenery folder and you should be able to setup as I talked about earlier.

Enjoy.

Later
Sludge
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 16, 2013, 06:24:57 pm
Thanks for that scenery Sludge...it's a fun one.  I'm not sure if I understand this correctly, but if two people have that BGL installed, would the boat be synced between the two people in multiplayer?

Pyro
Title: Re: New FSXBA Hornet
Post by: Sludge on February 16, 2013, 08:35:20 pm
Pyro...

No prob. I use that setup as my test setup, so I can immediately jump into a saved free flight with the highest fuel and be ready to test out XML changes or anything done with the vLSO program.

Sorry, it doesnt work like that in FSX. However, I convinced Orion to make a spin-off of his SFCarrier 2 multiplayer mission, its SFCarrier 2.5 I believe, and put the carrier heading to Hawaii from just west of San Diego. So you can set the wind, and have all synced carrier traps you want with 8 other multiplayer fliers. The problem we used to have was that the original mission based just west of San Fran was the carrier path was big square, so that the carrier would do really quick heading changes and the WoD component would change to a cross-wind once the carrier made its first heading change. Although not realistic, was ALOT of fun to try crosswind carrier landings AT NIGHT. Talk about using the ghost vector to the max extreme.

Later
Sludge
Title: Re: New FSXBA Hornet
Post by: Orion on February 17, 2013, 03:38:28 am
Thanks for that scenery Sludge...it's a fun one.  I'm not sure if I understand this correctly, but if two people have that BGL installed, would the boat be synced between the two people in multiplayer?

Pyro

Pyro...

No prob. I use that setup as my test setup, so I can immediately jump into a saved free flight with the highest fuel and be ready to test out XML changes or anything done with the vLSO program.

Sorry, it doesnt work like that in FSX. However, I convinced Orion to make a spin-off of his SFCarrier 2 multiplayer mission, its SFCarrier 2.5 I believe, and put the carrier heading to Hawaii from just west of San Diego. So you can set the wind, and have all synced carrier traps you want with 8 other multiplayer fliers. The problem we used to have was that the original mission based just west of San Fran was the carrier path was big square, so that the carrier would do really quick heading changes and the WoD component would change to a cross-wind once the carrier made its first heading change. Although not realistic, was ALOT of fun to try crosswind carrier landings AT NIGHT. Talk about using the ghost vector to the max extreme.

Later
Sludge

Sludge is referring to the San Diego NATOPS Carrier Mission (http://www.fsdreamteam.com/forum/index.php?topic=3923.0).  SF Carrier 2.5 (http://www.fsdreamteam.com/forum/index.php?topic=3892.0) was an update to SF Carrier 2.

However, I now recommend using the Multiplayer Carriers (http://www.fsdreamteam.com/forum/index.php?topic=7005.0) program, as you can set whatever location, weather, or time of day you want.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 17, 2013, 09:29:32 am
I've used the original SF mission.  Thanks for the links to the new ones.  Flew a handful of passes with a buddy.  It was a real blast.  Neither of us could figure out the MP carriers program though - specifically the timing.  I'm in Mountain Standard and he's in Eastern and I didn't know what I was supposed to be adjusting in order to compensate.  Or maybe I just didn't understand altogether.  The latter is much, much more likely  ;D
Title: Re: New FSXBA Hornet
Post by: Sludge on February 19, 2013, 08:32:11 pm
Orion...

Thanks for the correction. I'm old and have CRS (Can't Remember S%*t) syndrome.

Pyro...

I'd say just rock the San Diego mission 'til you get the issues figured out. It works really well in a multiplayer setup and you start at NASNI, if I remember right (double check me Orion!! haha).

Later
Sludge
Title: Re: New FSXBA Hornet
Post by: Orion on February 25, 2013, 05:00:31 am
Pyro: You use your local time, and your friend uses his local time.  For example, if I'm in California and I want to fly at 8 PM my time with a friend in New York, I'd put 8 PM and my friend would put 11 PM.  After setting things up, you can double check and verify the UTC time matches in the application log entry.

Sludge: Yep, that's correct. :P
Title: Re: New FSXBA Hornet
Post by: jimi08 on April 07, 2013, 11:42:35 pm
Hey Gents,

I know it's been a while, but still making progress on the 2013 FSXBA Hornet.  I've taken most of the inputs that you guys have provided me and incorporated them into the new jet.  Just have a few more tweaks to do before release.

ALSO....I have had the privilege to work with Jamal "Spins" Ingram, a 3D modeler (also working with Combat Pilot), with his variant of the F/A-18 Hornet.  I have mated the FSXBA flight model with his physical model.  The modeling for the jet is still a W.I.P., but man it is shaping up to be a nice aircraft. 

Couple of things incorporated into the new physical model are:
-Maximum Flap extension has been corrected
-Rudder toe-in incorporated (based on flap position)
-Adjusting the aircraft trim actually moves the stabilators and stick position
-Ladders, chocks, and covers have been modeled
-Weapon hardpoints and an assortment of weapons have been modeled and included
-Airbrake extension and retraction speed has been corrected
-HUD is now collimated

There are a few more things that have been done so far, but those are the big ones.

Here are a few pics

Title: Re: New FSXBA Hornet
Post by: Orion on April 08, 2013, 04:47:35 am
Will the model be part of the FSXBA Hornet, or is it going to be released with a different package?  Looks nice. :)
Title: Re: New FSXBA Hornet
Post by: murthy on April 08, 2013, 06:46:14 pm
    thank you jimi!  what a big big suprise. cant wait new model(with pylons:)) and improved flight Dynamics. screenshots are awesome. thank for your efforts.
Title: Re: New FSXBA Hornet
Post by: Victory103 on April 09, 2013, 01:34:45 am
Beta tester at CP and I do like the looks at least of the new model. I recognized many of the FSXBA features from the 1st test flight. Flight dynamics still a WIP I assume.
Title: Re: New FSXBA Hornet
Post by: jimi08 on April 09, 2013, 02:18:36 pm
Thanks for the compliments.  I will surely pass them on to SPINS.  I will have to talk to both Combat Pilot and SPINS to see if I will be able to release this visual model along with our aircraft, but don't hold your breath.

Victory, you mentioned you are a test pilot for CP and mentioned that the flight dynamics were a "WIP".  Is this based off of the aircraft (F/A-18) provided by CP or was this from a product released directly from the FSX Blue Angels.  Please note that the flight characteristics between the two are quite different from the last time I tested.  To my understanding, they used some of the guages that I've made for the FSXBA variant, but decided to go with thier own Aircraft CFG, and .Air files.  If you were referring to one of our (FSXBA) variants, please provide me with some of your feedback, so that the model can be improved.  Thanks!
Title: Re: New FSXBA Hornet
Post by: Victory103 on April 10, 2013, 12:33:26 am
jimi, wasn't sure of your background with the project, but yes I was referring to the released CP model that is using the same VC as the stock model, so not a finished model as with the rest of the software, but that's a different topic. We all know here how authoritative the Hornet is in the pitch axis, but the CP is almost extreme, one has to be very careful not to bleed it down. Quite the difference between the FSXBA and Sludge flight dynamics, seems they went backwards with the stock FSX-A config.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on April 10, 2013, 05:40:39 am
Jimi,

You had me at "Maximum Flap extension has been corrected."   8)

So stoked for this bird!

Pyro
Title: Re: New FSXBA Hornet
Post by: Sludge on April 10, 2013, 06:00:52 am
Pyro...

You had me at "Maximum Flap extension has been corrected."   8)

Funniest line I've heard in a while. Similar thinking for me when I got the model, and while talking on Skype, JIMI says "dial in some UP trim"... the stick in the cockpit moved back and the horizontal stabs would dip down with each click of UP trim.

This video gives a much better version of what I said, when I saw the results.
&t=0m16s

Later
Sludge
Title: Re: New FSXBA Hornet
Post by: DigitAL on April 11, 2013, 01:53:58 am
Oh niice!
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on April 13, 2013, 06:21:28 am
Jimi,

Just can't stop drooling over those screens.  But I have a quick question...You mentioned that various stores will now be loadable.  Will it be similar to the Captain Sim method?  Which leads to my next question, possibly more important than the first - will the pylons be removable?  Or will there be a clean model and a pylons model?  Just curious.

Pyro
Title: Re: New FSXBA Hornet
Post by: jimi08 on April 13, 2013, 08:31:36 am
As of now, there are three different variants.  An "Exhibition Team" version with no pylons (like the Acceleration Hornet).  An "Training" version with a centerline tank and pylons (no weapons). And the "Weapons" versions with an assortment of Air-To-Air and Air-To-Ground loadouts.
Title: Re: New FSXBA Hornet
Post by: SUBS17 on May 06, 2013, 05:52:15 am
Thought you guys might like to see this the VBA Hornet pit has a stopwatch.

http://vimeo.com/26591701#

Title: Re: New FSXBA Hornet
Post by: Sludge on May 06, 2013, 08:19:58 am
SUBS...

Ya, JIMIs FSXBA SOLO (#5/#6) Hornets have them as well.

Later
Sludge
Title: Re: New FSXBA Hornet
Post by: jimi08 on May 06, 2013, 12:59:21 pm
FYI
Title: Re: New FSXBA Hornet
Post by: SUBS17 on May 07, 2013, 12:17:55 am
Nice work, I never noticed them in VBAs until yesterday quite handy for timing. Wouldn't the UFC have a stop watch like the F-16?
Title: Re: New FSXBA Hornet
Post by: jimi08 on May 07, 2013, 01:59:26 am
Not sure as my knowledge of the Viper is somewhat limited. However, the realistic HUD add-on from JR and Scott came with a built-in timer, so it has been available to the Acceleration Hornet community for a while.
Title: Re: New FSXBA Hornet
Post by: jimi08 on June 20, 2013, 01:30:55 pm
Hello Everyone,

I know it's been a while since my last report, but I figured I'd jump on to let you know we are still working on the 2013 FSXBA Hornet.  Thanks to SPINS and his new model, we have been able to make progress in many areas.  Listed below are the highlights.

New:
-Functioning Take Off Trim Button:  Now located on top of the the Rudder Trim Knob (think VRS location)
-Functioning A/A and A/G Master Mode Buttons:  No need to use the 2-D HUD panel to select them.
-Functioning Anti Skid Switch
-Tail Hook now visible in multiplayer
-Functioning Automatic Throttle Control Switch located on throttle
-Updated Cockpit Textures
-Updated engine smoke gauge to better simulate the appearance of engine exhaust
-Updated engine smoke effect (thanks SLUDGE)
-Wing Flex and Wing Vibrations during high G and high AOA maneuvers

Still Working On:
-Hook Bypass switch (for FCLPs)
-Digital Engine Data Display (found in F/A-18C Hornets)
-Fuel Cutoff Function (right-clicking on throttles will place them in idle cutoff similar to the SuperBug)

Well, that's it for now.  I'll try to include pics/videos soon.
Title: Re: New FSXBA Hornet
Post by: Victory103 on June 20, 2013, 04:00:17 pm
Great to hear Jimi. Since I purchased the CP model, still have her in the sim to test out. Would it be possible to add in your FSXBA mods to this version? Mainly VC changes.
Title: Re: New FSXBA Hornet
Post by: jimi08 on June 21, 2013, 08:23:32 pm
I will need to talk to the 3-D modeler and CP for that.  Hopefully they will!  I really think you guys will like this Hornet!
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 10, 2013, 06:12:10 pm
Hey Frenchie,

Yes, definitely still working on the 2013 FSXBA Hornet.  We have made some great strides over the past few months.  Only problem is that we have pretty much converted over to the Combat Pilot F/A-18C Hornet since we know the 3D Modeler, and he is willing to work with us in terms of improving the aircraft.  This has allowed us to accomplish A LOT more than what we could do with the Acceleration F/A-18A.  Because of that, I'm not quite sure how this is going to be released (IF it's decided to be released...) to the public.  Since the aircraft technically belongs to Combat Pilot and/or the 3D modeler, they hold the reigns on how it gets disseminated.  I've already offered to purchase the rights so that I can release it free to the public via FSX Blue Angels, but was denied.  I'll keep you updated as I get information.  Meanwhile, here are some "happy snaps" of our progress:

Title: Re: New FSXBA Hornet
Post by: Victory103 on August 21, 2013, 04:42:28 am
Glad I still have it then (the CP model), although I have cancelled my subscription to the "game". Is the VC yours Jimi or the modelers?
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 21, 2013, 05:11:44 pm
Thanks for the complements.  I will pass them along.  Victory, both the exterior and interior have been constructed by SpIns, the 3D modeler.  All of the displays in the virtual cockpit are currently borrowed from the Acceleration Hornet.  There have been numerous additions added to it however.  My main job with the jet lies in its flight handling and with the functionality of the new features incorporated. 
Title: Re: New FSXBA Hornet
Post by: cobrales on August 21, 2013, 06:03:30 pm
Jimi08

Thanks for the hard work and pulling together such a great plane.  I fly both yours and the superbug according to which computer I flying on. I’m looking forward to the new version.

Les “Cobrales” Pearson
Title: Re: New FSXBA Hornet
Post by: Letourn on August 21, 2013, 10:03:00 pm
looks great!

can someone help find the place to buy the CP Legacy i went there 
https://store.gameshark.com/secure/combatpilot/ and i dont see any package with the Legacy in it.
Title: Re: New FSXBA Hornet
Post by: Victory103 on August 23, 2013, 12:48:24 am
It's in the standard pack, at least it was when you purchase that and make it to the CTO phase of training. So, based off that you get the T-6B, AT-6B, T-45C, T-38C and finally the F-18C with the default FSX-A VC + plus current FSXBA mods.
Title: Re: New FSXBA Hornet
Post by: Letourn on August 23, 2013, 04:09:02 am
Victory,

thank you for your help!
Title: Re: New FSXBA Hornet
Post by: Mickey_Techy on September 22, 2013, 04:48:25 pm
I seem to have certain issues running FXBA Hornet on my multi-monitor setup (3 x 1920x1080=5760x1080 resolution).

All the additional gauges show up badly stretched and I have to resize them, each time I fly. This, however is not the issue, and I can live with doing this everytime I start a flight. The problem is that the moment I select any of these 2D gauges for the first time, my FPS drops down to 7-8 (from above 40 or so).

I know that the issue could be solved by editing tweaking some setting in the panel.cfg, but can't seem to recollect, which and how?

Can anybody help please?
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 25, 2013, 12:50:05 am
My initial guess is that it would have to do with some of the 2D gauges that has borrowed from the Sludge Hornet.  There are a lot of extra gauges and coding (i.e. Blackbox) are initiated upon switching to the 2D panel.  I will pass the buck to him.  Hopefully he can give you some answers.
Title: Re: New FSXBA Hornet
Post by: Mickey_Techy on September 25, 2013, 12:52:41 am
Thanks Jimi.

I will wait for Sludge to make his recommendations.
Title: Re: New FSXBA Hornet
Post by: Letourn on September 25, 2013, 01:28:57 am
Mickey,

When you are running a 3 monitors setup you need to divide by three the first number follwing the window_size= in you panel.cfg for the gauge you have problem with. It will fix the FPS dropping down to 8-10 FPS.

But you might have to play with other setting if you want it center or with a different size.




Title: Re: New FSXBA Hornet
Post by: Mickey_Techy on September 25, 2013, 01:33:00 am
Thanks Letourn,

I think, that was it, only I wasn't sure. Will test and report back.

Thanks again.
Title: Re: New FSXBA Hornet
Post by: Letourn on September 25, 2013, 01:39:36 am
Here is an example of the Refueling gauge;

[Window07]
size_mm      = 1024, 256
//window_size   = 1.000, 0.333      //ORIGINAL
window_size   = 0.333, 0.333      //Divide by 3 for 3 Monitors Setup
//position   = 6         //ORIGINAL
window_pos      = 1.000, 1.000      //Divide by 3 for 3 Monitors Setup
background_color= 0,0,0
visible      = 0
alpha_blend   = 0.95
ident      = 10030

gauge00=RefuelingGauge!traffic_info, 0, 0, 172, 220
gauge01=RefuelingGauge!RefuelingGauge, 0, 220, 172, 36
Title: Re: New FSXBA Hornet
Post by: Mickey_Techy on September 25, 2013, 01:54:11 am
Thanks Letourn,

This fix works. Mostly.

Not with all the gauges, but most of them. But, now that I know where to look, I should be able to fix it all up.

Just one question, in the example you have quoted above.

//position   = 6         //ORIGINAL
window_pos      = 1.000, 1.000      //Divide by 3 for 3 Monitors Setup

I see that "window_pos" is an additional property in your cfg. I don't have this in my files.
I can understand "position=6", but what does window_pos property do out here? As per the SDK, this property overrides the position and windowsize attributes.

Title: Re: New FSXBA Hornet
Post by: Sludge on September 30, 2013, 10:11:20 pm
Mickey...

I got around to reading this thread again, and saw your post. I'll look into it and see if I can't help you directly and/or get you pointed in the right direction.

Lemme know what happens with Letourn's fixes. Just breezing by, they look right, but I have ZERO EXPERIENCE with multi-monitor setups, so I'll have to get feedback on what happens for you, and what others have said for FSX in general and other games using multi-monitors.

Later
Sludge
Title: Re: New FSXBA Hornet
Post by: Mickey_Techy on October 01, 2013, 05:27:25 pm
Mickey...

I got around to reading this thread again, and saw your post. I'll look into it and see if I can't help you directly and/or get you pointed in the right direction.

Lemme know what happens with Letourn's fixes. Just breezing by, they look right, but I have ZERO EXPERIENCE with multi-monitor setups, so I'll have to get feedback on what happens for you, and what others have said for FSX in general and other games using multi-monitors.

Later
Sludge

Thanks Sludge,

I did apply the fixes as recommended by Letourn, and I know that is the way to go also.

But, while some gauge appearances do get fixed, but my FPS still drops to 3-5 when I select certain gauges (for e.g. Plat cam or data sheet view e.t.c).

Am spending a little more time with A2A birds and VRS Rhino than the Sludge/BA Hornet presently, so further testing is on hold.

Mickey
Title: Re: New FSXBA Hornet
Post by: Sludge on October 01, 2013, 09:11:01 pm
Mickey...

Just to make sure I read that right, the FPS drops to 3-5FPS or its drops -3/-5 from normal? If it drops to 3-5 FPS, there's something seriously wrong.

No worries, lemme know when you get back in the seat of legacy Hornets, and we will work on this.

Later
Sludge
Title: Re: New FSXBA Hornet
Post by: Mickey_Techy on October 01, 2013, 10:10:57 pm
..................the FPS drops to 3-5FPS or its drops -3/-5 from normal?........................

It drops to 3-5 FPS (it's not a drop of 3-5 FPS, it totally drops down).

And, it's a known FSX issue with extreme wide view resolutions with unsupported 2D gauges. One has to modify the display settings of these gauges as clarified by Letourn above, but a little more than that.
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 25, 2014, 12:30:40 am
YAY!! Finally got the permission to distribute the new model from Madcatz (Thanks Madcatz).  Looking for a suitable place to upload now.  Need some testers for those interested....
Title: Re: New FSXBA Hornet
Post by: Orion on January 25, 2014, 01:48:59 am
I'm always glad to help. :)
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 25, 2014, 03:41:43 am
Dreams do come true!  :) ;) :D ;D :o :o :o :o :o :o :o 8)

As much as I love the Superbug, I've been waiting for a correctly modeled legacy for SOOOO long!

Title: Re: New FSXBA Hornet
Post by: Afterburn93 on January 25, 2014, 03:59:59 am
YAY!! Finally got the permission to distribute the new model from Madcatz (Thanks Madcatz).  Looking for a suitable place to upload now.  Need some testers for those interested....

Hey Jimi,

Long time no see. I'd be glad to test the model. :)

Just moved in to a new apartment, got a new x52 and rudder pedals to enhance my flight simming experience.

Hope all is well on your end. Talk to you soon.
Ben ("Rhoads", afterburn, A/B, etc.)

Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 25, 2014, 06:05:26 am
I've been sitting here refreshing the page every 30 minutes or so in anticipation of flying this beauty ASAP. The suspense is killing me!  ;D
Title: Re: New FSXBA Hornet
Post by: dave76 on January 25, 2014, 12:56:15 pm
wow, this is a great new!!!!!
where will it be downloadable from?????? i always loved their hornet!!!

can you plese post a link when it will be ready???? thanks :D :D
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 25, 2014, 06:09:23 pm
OK Everyone,

This is what I have SO FAR.  It is by NO MEANS complete in any sense of the word.  I am still primarily working on flight dynamics, and still have plenty of work to do in regards to touching up the textures and effects.  This of this as a Alpha/Beta product.

Very big thanks to Jamal "SPINS" Ingram for his contribution of the 3-D model, Scott "Shylock" Berge for the help with the textures, Scott Printz for his help with various gauges used in the cockpit, Christian "Sludge" Snow for his help with the effects used and MadCatz for giving us the permission to distribute their product for free.

So please take a look, I've only included 2 variants, the Blue Angels version and a Fleet Version.  As usual, I am looking for quality feedback from you guys.

Things to look for with this model:
-Flight handling/dynamics
     *Pitch Auto Trim during Up & Away.  Disengaged when in Power Approach Mode (i.e. you get control of your trim when taking off/landing)
     *Auto Rudder now has two modes.  During Up & Away, rudder trim is set based on Angle of Bank, in Powered Approach Mode, it is set to constantly correct for slipping and skidding so turns are always coordinated
-Updated F/A-18C Physical Model with:
     *Corrected Flap Extension
     *Rudder Toe-In during and Aileron Droop During Half and Full Flaps
     *Corrected Speed Brake Extension and Retraction Speed
     *Detailed Missile Rails
     *Blue Angels Model includes Dash Clock, Switches, and Indicators in Virtual Cockpit
     *Detailed Pilot
     *Both Stick and Trim Commands Move Control Surfaces
     *Tailhook and Refueling Probe can now be seen in multiplayer

-New Effects Include:
     *Wing Flex During High G
     *View Shutter During High G and High AOA
     *Shock Wave Effect during High Speed (Still needs lots of work though)

-Updated Cockpit Includes (All In Virtual Cockpit):
     *New Engine Data Display
     *Takeoff Trim Button Now Works (Left Side on top of rudder trim dial)
     *Anti-Skid Button (Near Gear Switch)
     *Hook Bypass Switch (Near Gear Switch)
     *Anti Spin Switch (Currently Set To Disable FCS System) (To the Right of Right MFD)
     *Right-Click Throttles To Move In and Out of Fuel Shut Off
     *Combat HUD Functions Now Integrated Into Cockpit (Press A/A Switch inside cockpit to set A/A mode, use Master Arm Switch to Arm Cannon)
     *Blue Angels Variant Now has Smoke Arm Button, Smoke Active Indicator, Inverted Fuel Pump Switch, Fuel Pump Status Lights, and Clock (Clock function has to be assigned to Spoiler Armed function)

Things I already know that I have to fix (Known Issues):
25 Jan 2014
-Textures, both inside and out.  I will get to them after I finish cleaning up the big stuff
-Throttle Response.  (Corrected, for the most part.  Still working on AB effectiveness) (in progress).
-Rudder Coordination/Integration.  Another big ticket item I am working on.
-Shock Cone Effect (definitely a W.I.P.)
-Hook takes a little long to extend and raise
26 Jan 2014
-Pilot ejects from aircraft when calling the ball with VLSO
-Aircraft acceleration/deceleration too aggressive (working)
-Fuel consumption too aggressive (fixed)
-Nose wheel steering too aggressive (fixed)
-ATC malfunctioning/issues (fixed)
-Pitch Auto Trim G/Pitch Rate priority logic (awaiting info)
-Hook/Probe not visible in MP (fixed)
-Realign Afterburner graphic (fixed)
-Launch Bar and Launch Bar Switch
-Frame rate drop (possibly due to test gauge)
-Add carrier and refueling gauges (done)
-Cockpit Views (fixed)
-Pirouette Logic
-Fuel Dump (fixed (dumps about 800 lbs/min))
-Speed Brake Effectiveness (Need data on this)
29 Jan 2014
-Nose Wheel Gear Lighting (fixed)
-Formation Strip Lighting (partially fixed, need to update night textures)
-Smoke system on fleet jets (fixed)
-Account for extra fuel talk in training version (fixed)
-Reduce AOA shake
-Wing Fold Visible in Multiplayer (in testing)
-Sounds while jet is off
-Chock & Engine covers (done)
-Afterburner effect placement (fixed: thanks Strikeeagle)
-Gear/Flap deployment timing
7 Feb 2014
-Throttle Spike at around 71% N2 RPM (I think I fixed.  Also added UA throttle stop at 68% N2)
-Additional Drop Tanks
-Rudder Toe In/Out (No Luck so far)
-UV Mapping
-Nose Wheel Steering (re-adjusted to 75 degree caster)
-Flap Operation/Scheduling (No luck so far)
-Inverted Pitch Auto Trim (Removed)
-Jet without Pilot
-Powered Approach (PA) Mode Automatic Throttle Control (ATC)
-Rolling Characteristics (fixed)
-Roll/Yaw Coordination in Turns (Redesigned Rudder System (Active Slip/Skid Based))
-Over G/Stall Tone (Removed Over G Warning)
20 Feb 2014
-Multiple Audible Warning now Inactive
-Afterburner graphics misaligned
-Pilot's Head and Helmet Misaligned


Newly Added Items:
-New Textures

Thanks again and looking forward to your feedback!

FSXBA Blue Angels (14.11) Variant Link: https://drive.google.com/file/d/0B3So3WwTLPRZd1M1QzhZdFNGUEE/edit?usp=sharing (Updated 22 Jul 2014)
FSXBA Fleet (14.16) Variant Link: https://drive.google.com/file/d/0B3So3WwTLPRZRW1DRVFYOVB1MkE/view?usp=sharing (Updated 13 Dec 2014)
Title: Re: New FSXBA Hornet
Post by: dave76 on January 25, 2014, 06:37:30 pm
Thanks jimi for your work.....does not see the time to fly with it  :) :)
Title: Re: New FSXBA Hornet
Post by: flyerkg on January 25, 2014, 09:17:00 pm
Thank you for the excellent work completed and pending work. The Hornet is visually spectacular and thank you for modeling it with centerline fuel tank and pylons. I did a couple of bounces on the NIMITZ Tacpac  controlling ship placement. I can set navaid frequencies in the UFC but never get navigational data displayed. Flight performance seems solid and engine performance seems to be very responsive to throttle inputs.  The only thing that killed me was that the aircraft seemed to bounce a bit on the ground and on flight deck with low fuel levels. On two cat-shots my aircraft was destroyed before I left the catapult. Thus, I was respawned at about FL300 with full tanks. I guess the small bounce was considered a collision.

I do look forward to future use of your Hornets.

Keith
Title: Re: New FSXBA Hornet
Post by: flyerkg on January 25, 2014, 10:24:43 pm
I learned something new - keyboard assignment I set for manual ball calls in vLSO also ejected me out of the new Hornet!
I definitely will be modifying that one.
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 25, 2014, 10:28:10 pm
Thanks for the inputs Keith!

In reference to your bounces on the landing, what type of approach did you do.  Where you "On Speed" (Amber Donut) during touchdown?  Did you flare before touching down?  How was your speed?  Any additional info will definitely help here.

Also in reference to the ejection?  That's a new one.  What button/key config did you use in order to eject you?  Thanks again.
Title: Re: New FSXBA Hornet
Post by: ExNusquam on January 25, 2014, 10:40:38 pm
Couple of issues, but I like it. Vast improvement over the default Hornet.
Positives:
-Pylons. Nuff said.
-High G/AoA shake in the cockpit is great.
-Wingflex is awesome as well - glad to finally have a hornet model that does this.
-Overall handling feels pretty good. Max speed feels good, and in AB power feels right.
-Handles great behind the boat.
-HUD looks great.

Issues/Suggestions
1) Flaps switch in cockpit is non-functional. It moves, but doesn't do anything.

2) Acceleration seems very high in mil power. The speed stabilizes about where I'd expect it to (~500 KCAS at low level), but the bird puts knots on fast. This seems to contradictory to all of the anecdotal evidence that states the Hornet should be slow to accelerate.

3) FCS Auto Trim doesn't seem to be trimming as much as it should be. If you put the aircraft into a nose-high attitude then let go, the FCS should keep the G at 1.0, leading to the aircraft continuing to raise the nose. Currently the aircraft just maintains pitch at .3-.4 g until it stalls.

4) Could you add a fuel tank to the aircraft.cfg to reflect the external tank on the fleet variant? It's nice to look at but would be better if it could extend the range a bit.

5) When attempting to change TACAN channels, I was unable to flip the channel from Y back to X. Otherwise, the UFC seems to function well.

EDIT: Immediately after posting this I switched to external view and discovered my pilot had been ejected when I called the ball as well! It appears to be tied to the "Water Rudder" animation (vLSO's default ball call command). It doesn't effect handling, and is merely cosmetic, so you can just undo it as soon as you land, however if you have the model files, you might want to reassign that animation.
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 25, 2014, 11:16:27 pm
Thanks for the solid inputs Joe.  A couple of things...

Quote
1) Flaps switch in cockpit is non-functional. It moves, but doesn't do anything.
You should be able to control the trailing edge flaps anytime the aircraft has gear extended.  Once gear is retracted, the flaps enter autoflap mode and are scheduled to extend/retract based on Angle of Attack.  Leading Edge flaps are always in auto are always scheduled according to Angle of Attack.

Quote
2) Acceleration seems very high in mil power. The speed stabilizes about where I'd expect it to (~500 KCAS at low level), but the bird puts knots on fast. This seems to contradictory to all of the anecdotal evidence that states the Hornet should be slow to accelerate.
Although I am still working on the acceleration of the jet, evidence does point to a quick accelerating jet.  The info below was provided from a Legacy Pilot:
Acceleration times: At 6,000 ft MSL, MIL power.
360KIAS to 420 KIAS = 9 sec
360 to 480 = 19 sec
360 to 520 = 26 sec
360 to 550 = 33 sec


Quote
3) FCS Auto Trim doesn't seem to be trimming as much as it should be. If you put the aircraft into a nose-high attitude then let go, the FCS should keep the G at 1.0, leading to the aircraft continuing to raise the nose. Currently the aircraft just maintains pitch at .3-.4 g until it stalls.
You are correct.  I'll look into that.

Quote
4) Could you add a fuel tank to the aircraft.cfg to reflect the external tank on the fleet variant? It's nice to look at but would be better if it could extend the range a bit.
Yep, should be easy enough.

Quote
5) When attempting to change TACAN channels, I was unable to flip the channel from Y back to X. Otherwise, the UFC seems to function well.
-Most of the avionics are from the Default Acceleration Hornet.  But I'll take a look.  Not sure how to fix this one....

Quote
Immediately after posting this I switched to external view and discovered my pilot had been ejected when I called the ball as well! It appears to be tied to the "Water Rudder" animation (vLSO's default ball call command). It doesn't effect handling, and is merely cosmetic, so you can just undo it as soon as you land, however if you have the model files, you might want to reassign that animation.
Second time I've heard this one, but unable to replicate on my system.  Looking into it now.

Good stuff man.  Thanks for the input!
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 26, 2014, 12:09:14 am
FSXBA "2013 Hornet released in 2014" first impressions:

Basic info: Fleet variant, NAS Lemoore at 12:00pm, fair weather.

-All around, it's by far the BEST freeware hornet out there for FSX, HANDS DOWN.
-All animations are just superb.  High AoA, g-load, wing flex, and the lighting.  Engine smoke effects look accurate, except for perhaps the LENGTH of the trail.  Looks a bit too long IMHO, although I don't really have any good evidence to support that claim.
-External model is a huge improvement over the Acceleration Hornet model.  The canopy is correctly sized now!  Finally!  Now we just need some really good HQ repaints for her :)
-HUD sizing appears to much more in line with documented HUD scale.
-VC is well modeled, though slightly lower than average texture quality.  Not really a big deal IMHO.  I prefer functionality to eye-candy.

Now for suggestions:

-As Joe mentioned, FCS UA logic is flawed in that it tries to maintain velocity vector placement rather than trying to maintain 1g.  Keep in mind this also applies for inverted flight.  However once bank angle exceeds 15 or 20 degrees (can't remember the exact figure) the FCS no longer attempts to maintain 1g in order to preserve turn authority.

-Indeed acceleration performance is a bit extreme.  At MIL, from 0 to about 60 knots seems accurate, but from 60 knots to rotation the acceleration seemed in crease dramatically.  MAX blower on takeoff gave similar results.  Climb performance is also extreme.  At full blower and 60 degrees nose up I accelerated all the way up to 26,000 feet.

-DE-acceleration also seemed extremely exaggerated.  At full blower and 650 knots at about sea level, dropping it back to idle bled speed at about 100 knots per second down through about 350 or 400 knots, followed by more expected results.

-Speed brake functionality also seems exaggerated, particularly in the low speed/high AoA regime.  But I was very happy to see that it is modeled CORRECTLY in that is retracts under high-g loading and when in PA.

-Fuel dump is EXTREMELY overkill.  Looked to be over 5000lbs/min.  According to F-18C NATOPS, fuel dump speed is around 1200lbs/min.

-Slight AoA indexer flaw.  Or perhaps the E-bracket isn't drawn quite right on the HUD.  The top hash mark on the E-bracket should equate to a green chevron on the indexer without an amber donut - This one is shown correctly. The bottom hash mark on the E-bracket should equate to a red chevron on the indexer without an amber donut - This is not shown correctly.  When the VV is lined up with the bottom hash of the e-bracket, I see a a red chevron WITH the amber donut.

-Unlike Joe, I had no issues switching between X and Y on TACAN.  The new UFC looks great, but the grey around the buttons is a bit too light.  See this picture here for real world F-18C UFC

http://www.airforceworld.com/fighter/gfx/f18/f18c_cp.jpg

-AA/AG and FIRE EXTGH buttons are green, and then illuminate to a bright green when pressed. Referencing the above picture again, when not pressed they should be quite dark.  Not a huge issue really, just something I noticed.

-What is that pilot staring at on that left LEX!?!?  Haha not an issue, I rarely use external view, just noticed it when I watched the flap transitions for the first time.

-Will there be a provision at some point to get rid of the stick blocking the MPCD?  Also a non-issue, just curious.

-ATC control has some bugs.  It just plain doesn't work in UA.  ATC appears on the HUD, but I still had full throttle control.  In PA, ATC works as expected and attempts to maintain on-speed for any given AoA, however upon disabling it, ATC was removed from the HUD but I still didn't have throttle control.  I only tried using ATC once during my hop, so I'll test this some more.

-Surprisingly noticeable FPS hit on my machine. For reference, I test ALL aircraft with identical settings, and I fly the exact same profiles in the exact same area. 
         VRS - 21.2 AVG FPS
         Sludge 1.2 - locked at 25 FPS
         FSXBA 2012 - locked at 25 FPS
         FSXBA 2014 - 19.1 AVG FPS


That's all I have for now.  I haven't taken her out for passes at the boat yet.  I'll try to get more feedback for you before the end of the day.  But again I just wanted to say how amazing it really is so far.  Thanks for the hard work you've put into this Jimi!

Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 26, 2014, 12:14:00 am
Oh and I also noticed that pirouette logic isn't implemented. Any plans to incorporate this?
Title: Re: New FSXBA Hornet
Post by: ExNusquam on January 26, 2014, 02:27:54 am
You should be able to control the trailing edge flaps anytime the aircraft has gear extended.  Once gear is retracted, the flaps enter autoflap mode and are scheduled to extend/retract based on Angle of Attack.  Leading Edge flaps are always in auto are always scheduled according to Angle of Attack.
Yeah, flaps work properly, and I can move them via the F-keys in PA. However, the flaps switch on the left knee panel doesn't do anything.

Quote
Although I am still working on the acceleration of the jet, evidence does point to a quick accelerating jet.  The info below was provided from a Legacy Pilot:
...

I stand corrected on my previous statement. I actually just sat down with the NATOPS, and for acceleration up to 480 kts in mil and up to 550 kts in MAX, the acceleration is spot on. The issue is that in Mil, the jet should slowly accelerate up to at least 550 kts, where as your model doesn't like to stay above 500 KCAS (2000'). Max mach at MAX power (FL300) was also a bit slow (.005 mach), but the acceleration up to 1.45 mach was pretty much dead on. Nicely done.

-Indeed acceleration performance is a bit extreme.  At MIL, from 0 to about 60 knots seems accurate, but from 60 knots to rotation the acceleration seemed in crease dramatically.  MAX blower on takeoff gave similar results.  Climb performance is also extreme.  At full blower and 60 degrees nose up I accelerated all the way up to 26,000 feet.
I verified the climb performance data against the NATOPS-in both Mil and Max. Mil times to climb were 10-15 seconds quick. Max times were pretty close. Time to FL200 in max was about 40 seconds (maintaining "peak climb") and FL250 was about 55 seconds, both fairly close to the NATOPS values for a clean aircraft.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 26, 2014, 02:35:40 am
Quote
fairly close to the NATOPS

Then I stand corrected.  I haven't done much studying of the performance portion of the NATOPS lately, should probably brush up on it before I make an ass of myself again  ::)

Quote
The issue is that in Mil

How are you determining that you're at MIL?  Could it be as simple as the texture on the throttle that says "MIL" isn't in the correct location?

Title: Re: New FSXBA Hornet
Post by: ExNusquam on January 26, 2014, 03:02:24 am
A long time ago, I used FSUIPC throttle curves to map the upper detent of my X-52 to be the split for most aircraft. Makes it very easy to feel where mil power is. However, you can verify this for testing purposes by watching for the huge drop in fuel flow that happens at the very beginning of the afterburner range. The power setting just below this is maximum dry thrust.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 26, 2014, 03:56:59 am
Nice work. I would love a blower detent...I think I'm going to try to make one.
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 26, 2014, 05:21:15 am
Awesome feedback guys!  I am definitely taking notes and working on correcting.

Pyro: One thing that will help you with mil is pressing Shift+8 to bring up the gauge that I use for some of my testing.  On the right side you will see the percentage indicators for the throttles.  100% is military.  Anything past is burners.  Hope this helps. 

Thanks again.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 26, 2014, 06:09:30 am
Thanks Jimi.  Didn't even see that gauge when I was checking out the files.  I'm sure that's a really handy debug tool given the scope of this project. 

Just a quick note, the ATC issues are my own fault, and NOT a problem with the bird.  I have my stick mapped for the Superbug which uses Ctrl+R for ATC and I was using that in combination with the switch in the pit, which led to all of my problems.  Sorry about that!
Title: Re: New FSXBA Hornet
Post by: flyerkg on January 26, 2014, 08:23:43 am
Thanks for the inputs Keith!

In reference to your bounces on the landing, what type of approach did you do.  Where you "On Speed" (Amber Donut) during touchdown?  Did you flare before touching down?  How was your speed?  Any additional info will definitely help here.

Also in reference to the ejection?  That's a new one.  What button/key config did you use in order to eject you?  Thanks again.

Hello, I was getting erratic bouncing while parked on the carrier. The crash was after launching with takeoff assist on USS NIMITZ just as the wheels left the flight deck. I performed more test and no longer have the bouncing.

You definitely have to stay ahead of the rates of acceleration and deceleration with throttles.

While performing a full afterburner climb @ 45 degree nose high I hit 57,000 ft before stalling at 55 KIAS the continued with full power descent at approx 3,000 FPM and ran completely out of fuel at 5 minutes.
I previously had shift/ctr/w set for manual ball call for vLSO and changed it to z key. When pressed the canopy blows and then the seat. Poof!

Keith
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on January 26, 2014, 08:38:32 am
'flyerkg' that will get everyone's attention: "...manual ball call for vLSO and changed it to z key. When pressed the canopy blows and then the seat. Poof!"  ;D
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 26, 2014, 08:48:06 am
Quote
and ran completely out of fuel at 5 minutes

Jimi I can confirm this one.  I wasn't watching the flow rate, but at full burn at about 2000' out of Lemoore, I only got about 20 miles away and was already in the teens percentage wise.  I'll search the NATOPS to see if I can find some fuel flow tables/values.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 26, 2014, 11:22:52 am
A bit more feedback before I call it quits for the night....stayed up WAYYYY too late so forgive any inadvertent stupidity ::)

-Couldn't see any other jets hook in MP.  Also couldn't see probe, but when I extended my probe, the probe on my buddy's jet extended as well, and vice-versa.

-Lights in MP were backwards.  With some lights off in my jet, other people would see them on, and vice-versa.

-NWS is a real bear. Handling on the boat was incredibly difficult. Is this accurate to the real jet?  I haven't read the legacy NATOPS in so long I don't remember what the turn radius is with NWS in Hi or Lo gains.  Speaking of Hi/Lo, any plans to implement Hi/Lo toggling as in the real aircraft?

-ATC troubles again, really not sure what's going on here and I suspect it is a local problem, but I wanted to see if anyone else was having an issue?  I'm going to keep testing this tomorrow if I have time...really bugging me that I can't figure it out.

-I know I mentioned earlier about the pilots head, but I honestly just thought it was a flaw in the model. However my friend said that his pilot's head looked all over and actually moved the throttle and stick...I guess there really isn't a way to figure out what's going on here, as it's obviously something on my machine.  Anyone else have a pilot that's starting at the left LEX?


Love the various models by the way.  That AA load is just fantastic.
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 26, 2014, 03:11:39 pm
More good feedback.  In reference to the lights and cosmetics, I will tackle those once I get the flight handling stuff done.

Throttle/Thrust/Fuel Flow is definitely at the center of my efforts right now.  It involves the 1500 series of the .air file which I know very little about.  Trying my best to get up to speed on it.  If anyone has any experience in them, any assistance would be greatly appreciated.

Until then, I will probably be adjusting the "thrust specific fuel consumption" options in the aircraft.cfg to adjust fuel burn rate, and the "fuel flow gain" to adjust the spooling speed of the engines.  That should resolve a few of these issues for now.  

In regards to the hook and probe in MP.  What this with both players using this variant of the Hornet?  Did both participants have the jet installed?

I will change the Pitch Auto Trim Logic to fix the Pitch/G issue.  That should be a easy fix.

I will adjust the NWS although I set it's caster to NATOPS, which was 75 deg. left or right on NWS HI.  I spent about a day on Friday trying to make it auto transition from HI to LO at speed over 8 knots, but was unsuccessful.  On LO the max caster is 16 degs. left or right.

Don't kill yourself too much with the ATC yet.  I haven't touched it since the 2012 variant.  I'm sure it needs some lovin.  Once I get this throttle thing resolved.  I will knock that out.

The pilot's head should move with aileron, elevator, and throttle inputs.

As far as the ejection seat......gonna have to figure that out.  Maybe it's my setup, but I can't get it to trigger.

Unfortunately I have duty on the ship today so I will not be able to dive back into this until tomorrow evening.  For now, I'll try to do what has worked well for Microsoft and Apple and standardize the day in which I will implement and release the fixes for the jet.  For now, let's make that day every Sunday.  Only exception will be if I have duty on the ship that day, in which case it will be pushed the day before or after (Saturday or Monday).  This will provide expectation management on when to expect updates, and will give me time to research, implement, and test updates.

Thanks again.

Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 26, 2014, 06:50:23 pm
Yes, both of us had the jet installed and both of us were flying the fleet variant at the time using the training model.

If the NWS is within NATOPS spec, no reason to change it. As for the toggling, I was referring to toggling it via a keystroke rather than have it toggle automatically above a certain speed.  IIRC Hornet NWS is toggled between Hi/Lo gains using the undesignate button on the stick.  With wings extended Hi can only be used as an override mode while holding the undesignate button down, and then with wings folded it can be toggled between Hi/Lo at the discretion of the pilot.  Lo gains can also be used in override mode with the launch bar extended by holding the undesignate button as well.

Thanks for the heads up on ATC.

Is there any reason you can think of that would cause my pilot to permanently stare down at the left LEX?  This also occurs in MP, and everyone flying with the 2014 jet shows up with the same glitch.  Although I haven't edited any files, I'll try to reinstall it.  My guess is that it's just not playing nice with some other addon I have installed.

EDIT: I solved this issue for anyone else having the same problem, it's simply a matter of checking advanced animations.  Doh!  ::)

Ejection seat command is ctrl+w for me, which AFAIK is the default keystroke for toggle water rudders.  I was up so late last night, I spent a good 10 minutes ejecting, and "un-ejecting" and just laughing my ass off at the animation.  :D

I like the idea of standardized releases.  Looking forward to the next version.

Does the 2014 bird make any callbacks to the 2012 jet?  Just quickly glancing over the panel.cfg it doesn't look like it, but I wanted to verify before I uninstalled the 2012.  

Also, would you kindly (anyone ever play BioShock?  ;D ) add the IFLOLS, Trap Gauge, and the PLAT cam gauge in the next release?  If there is a reason that you didn't add it in the first place, then no worries.
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 26, 2014, 07:19:10 pm

NWS
The problem I had with the NWS was trying to get "in between" the axis inputs (from the joystick) and the actual commands to the NWS.  I created a few basic formulas to allow it to caster at 75 in some conditions and 16 at other with no luck.  For whatever reason, direct stick input overides what I program.  Once I figure out how to disconnect the two, I will be able to get somewhere.

Pilot
Glad you figured that out and thanks for sharing.

2012 Callback
No nothing in this jet calls back to the 2012 variant.

IFLOLS, Trap & PLAT Gauges
In another server, I was told that the packets being thrown across the net were a little high for this jet, so I took them out in an effort to start troubleshooting that problem.  Once I figure out what the culprit is, I will add them back.
Title: Re: New FSXBA Hornet
Post by: Paddles on January 27, 2014, 04:06:59 am
Jimi,
My 2 cents, mostly on visual bugs:

- Ejection. In fact it's bound to the 'Water Rudder Handle Position' variable, so any key presses or events (as in case of vLSO) which toggle water rudder, will eject. Browsing your mdl files I can see there's certain code related to the (A:WATER RUDDER HANDLE POSITION,percent) variable. Perhaps that code activates some animation?.. It's present in all models except the Clean version.
Also, when ejected, the canopy keeps hanging behind the plane  :)

- Cockpit views (A button). Some strange views of internals of the plane...

- Afterburner. The afterburner effect sequence looks nice and realistic, however on my system it is not coaxial with the nozzles. It's displaced slightly to the upper right corner.

- Launch bar animation. After a catshot it retracts automatically, as well as its switch in the cockpit. No matter what position of the switch was before the shot.

Overall, it is a really beatiful, highly detailed model. And finally, we've got 2048 textures!  8)
Well done!
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 27, 2014, 04:34:10 am
Roger.  Will add to the list.  Thanks.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 27, 2014, 03:20:06 pm
Jimi I know you said you would be dealing with lights issues after the flight dynamics, but I thought I'd go ahead and put some info together on what I've seen so far for your use when you get to that point.

-Cockpit light switches don't control the correct lighting, or control multiple lights. Interior lighting switches control the interior lighting as well as the external nav lights.

-Nav lights are excessively large

-As mentioned earlier they are reversed in MP so when my switches are off, people see my lights as on, and vice versa.

-Formation light strips show as white when off instead of grey when off (day and night)

Now for Paddles:

Quote
Launch bar animation. After a catshot it retracts automatically, as well as its switch in the cockpit. No matter what position of the switch was before the shot.

IRL the launch bar indeed does retract automatically as soon as the bar leaves the shuttle at the end of the cat stroke.  As per the NATOPS, once attached the the shuttle with the holdback bar in place the launch bar switch is placed in the RETRACT position and it is held in place by the tension on the cat.  At the end of the shot it pops back into the up (stowed) position.  The gear WILL NOT go up with the launch bar down.  This is designed to reduce wear on the hydraulic seals on the launch bar.  That being said, the switch shouldn't automatically jump to the retract position if you left it in extend so good job catching that one.
Title: Re: New FSXBA Hornet
Post by: Victory103 on January 27, 2014, 04:01:25 pm
jimi,
Any major changes from the model as it was designed for CP? After the disbandment, kept all the models including this one hoping you would be able to continue work and release it (it seems that day is here)! Will the textures work from the CP model on this one?
Title: Re: New FSXBA Hornet
Post by: flyerkg on January 27, 2014, 04:27:32 pm
I was looking at a few different Hornets last night and noticed in the aircraft.cfg vtail area is 1050. I'm sure there are other factors to consider to simulate the maneuverability of this aircraft, but the Super Hornet by VRS has 88 for vtail surface area.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 28, 2014, 05:54:29 am
Some more feedback from today's flights:


- Smoke system on the fleet aircraft just poofs out a single ball of smoke unless "I" is held.  I'm guessing this is as intended since IRL no line aircraft have smoke systems, but thought I'd ask.

- Any chance of having the AoA shake reduced a bit?  Not a huge issue, but it can cause some issues with headtracking under some conditions (at least with my setup) I think in a similar way that the default FSX momentum effect does.

That's all for tonight, only had time for a bit of aerobatics over Lemoore.  She's a damn fine jet...I really enjoy flying in it.
Title: Re: New FSXBA Hornet
Post by: zsoltquack on January 28, 2014, 11:45:32 am
How will be appear the covers, RBF ribbons,chocks etc?

Title: Re: New FSXBA Hornet
Post by: LtButler on January 28, 2014, 04:43:08 pm
First impressions on new 2013-2014 FSX Blue Angels F/A-18.

Nice!  Its nice to see FSX with a Legacy Hornet that's actually worth flying.

Pros-

-I can actually cut the engines off by left clicking the throttles, and I can cut them back on using the new APU and engine crank.
-The flight performance is spectacular!  For a freeware jet, this is payware quality flight dynamics.
-HUD looks awesome.
-The air frame shakes with high G pulls.....Love it!

Cons-

-The Formations lights are very bright when turned off.  Maybe its the color?
-The frame rate is a little lower than the old hornet, but its understandable since this is a brand new model (or it could be because im on a laptop.  :-\)
-The Cockpit textures a little dark, but that's person preference.
-The textures on the outside for the Fleet jet have little to no panel lines which makes the jet look a little cartoony. (I understand this jet isn't finished, just saying)
-The A/A and A/G buttons over the master arm are green.  Not a big issue really.
-Once the engines are off, and the power is off the jet still makes noise as if the engines are on.

Not really any major issues to be honest.  Outstanding work Jimi!
I was a little upset that there are no actual VFA/VMFA squadron paints that come with the jet, so I had to make my own.  (Still not compete)

----------------------------------------------
Edit: I couldn't figure out how to get the chocks and engine covers to appear.  Someone wana help me figure that out?
(http://i39.tinypic.com/33mbfie.jpg)
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 28, 2014, 05:20:38 pm
LtButler,

First, welcome to the forums!  Glad to see the numbers growing.  The more people there are, the more involvement there is, and the better things get for our little FSX community.  Jimi has lots on his plate, so in an effort to help him a bit here is a quick rundown on what I know (take that for what it's worth...which isn't much! :D )

-Formation lighting (and all other lighting) will be addressed by Jimi once he has finished up with flight dynamics and systems.

-I also had FPS issues, but as of yet unaddressed by Jimi.  I had some noticeable gains by removing the testing gauge called "Data Gauge" from the panel.cfg.  You could start there.  Over time I'm sure Jimi will fine tune the aircraft to be more optimized.  It technically is still in a beta stage.

-Cockpit textures I believe will also be getting a rework around the same time as the lighting rework.  Everything cosmetic is on hold until Jimi finishes flight dynamics as previously stated.

-See above, external textures will also get reworked and I'm sure someone like Ray Svicar will be getting us plenty of good repaints for her at some point.  I must say though, you're texture looks amazing!  :o  Perhaps you could volunteer your services  at some point.  The small group we have here could use more talented people like you...Now if only I had some worthwhile skill that I could offer...  :P

-I've mentioned the AA and AG buttons as well as the FIRE EXTGH button above it.  I never heard anything specific from Jimi about these, but I would assume they would be included in the texture overhaul later in development.

- I noticed this too but forgot to mention it in previous posts.  Thanks for bringing it up. 

- Unfortunately, I can be of no help with the chocks and engine covers.  I would however LOVE a copy of those texture files if you are willing to share.

Again, welcome to the forums!

Pyro
Title: Re: New FSXBA Hornet
Post by: LtButler on January 28, 2014, 06:33:46 pm
Thanks for the warm welcome Pyro! ;D  

Id love to Volunteer to make some textures for the jet!  Creating textures have became a hobby of mines, and I enjoy doing it.  Iv already started a couple of squadron paints for this bird, even in its early stages.

Ill get you a link to the texture as soon as I get home.
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 28, 2014, 09:02:57 pm
Thanks for the inputs and compliments guys.  Great to see that textures are being created for the jet.  As Pyro mentioned most of your inputs have been acknowledged.  The jet does come with a couple of extras such as a boarding ladder, chocks and covers, but they are not showing due to a conflict with some of my xml gauges.  As with everything, hopefully I will get this resolved soon.  Still working on throttle/thrust curves for now.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 28, 2014, 10:47:22 pm
LtButler,

Here is a list of all the CURRENTLY operational legacy squadrons:

VFA-15 Valions
VFA-34 Blue Blasters
VFA-37 Ragin Bulls
VFA-83 Rampagers
VFA-87 Golden Warriors
VFA-94 Mighty Shrikes
VFA-97 Warhawks
VFA-113 Stingers
VFA-131 Wildcats
VFA-146 Blue Diamonds
VFA-192 Golden Dragons

VMFA-112 Cowboys
VMFA-115 Silver Eagles
VMFA-121 Green Knights
VMFA-122 Werewolves
VMFA-232 Red Devils
VMFA-251 Thunderbolts
VMFA-312 Checkerboards
VMFA-314 Black Knights
VMFA-323 Death Rattlers
VMFA(AW)-224 Bengals
VMFA(AW)-225 Vikings
VMFA(AW)-242 Bats
VMFA(AW)-533 Hawks

I believe VFA-106 and VFA-122 also still have some legacies, as well as VMFAT-101 and VMFAT-501.

This was just to potentially spark your interest in painting any of the above squadron markings.  My favorite legacy squadrons are the Wildcats and the Death Rattlers  ;)

In all seriousness, whatever repaints you decide to make, I look forward to flying them!



Title: Re: New FSXBA Hornet
Post by: LtButler on January 29, 2014, 12:00:59 am
For those who are interested, I have (sorta) completed a VFA-136 repaint of Jimi's new jet.

Pyro, Thanks for the list bud! Ill be sure to get started on some of these.

Edit: Im sorry about the bad quality, but keep in mind that there are no panel lines and there is no paint kit for this jet, so putting some things into place was a little tricky. 

Download:http://www.mediafire.com/download/e4c6lltey5z5eow/Texture.VFA-136.zip



(http://i57.tinypic.com/1zhncp.jpg)
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 29, 2014, 01:04:28 am
Bad quality? You're joking right? This thing is freakin' awesome!  Clear, clean, and crisp textures just like on the Superbug.  ;D
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 29, 2014, 01:46:38 am
Awesome texture El Tee!  Freakin looks amazing!  Nice work.
Title: Re: New FSXBA Hornet
Post by: LtButler on January 29, 2014, 02:01:35 am
Gee, thanks you guys.  ;D I really appreciate it.
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 29, 2014, 02:07:50 am
Touched up the Pylons and Turtlebacks for you. See attached.
Title: Re: New FSXBA Hornet
Post by: LtButler on January 29, 2014, 02:19:12 am
Hell yea, thanks dude.  I was looking for the tank and pylons, by I could't find them.
I saw you dropped in the teamspeak. Sorry I wasn't around.  :-\
Title: Re: New FSXBA Hornet
Post by: strikeeagle345 on January 29, 2014, 03:26:43 am
Jimi,

I know someone pointed out the afterburners being up and to the right. I have fixed this in the aircraft config file and have the correct coordinates in place. I hope you don't mind me posting this here. Hope this helps. One less thing to worry about.

[LIGHTS]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing, 6=taxi, 7=recognition, 8=wing, 9=logo, 10=cabin
light.0 =  3, -27.90, -4.00,  0.80, fx_navredm,
light.1 =  3, -27.90,  4.00,  0.80, fx_navgrem,
light.2 =  3, -50.90,  5.80,  8.10, fx_navwhi,
light.3 =  1, -47.00,  5.51,  7.00, fx_beacon_sml,
light.4 =  1, -47.00, -5.51,  7.00, fx_beacon_sml,
light.5 =  10, -15.00,  0.00,  2.00, fx_vclight,
light.6 =  6, -18.40,  0.00, -2.35, fx_VRS_swave_xenon,
light.7 =  6, -18.40,  0.00, -2.35, fx_navwhi,
light.8 =  6, -11.00,  0.00, -3.50, fx_fuselage_light_Dante,
light.9 = 9, -50.44, 1.6, -0.20, fx_FSXBA_AB,
light.10 = 9, -50.44,-1.6, -0.20, fx_FSXBA_AB,
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 29, 2014, 04:58:27 am
Woohoo! Another person joining the crew!  Welcome to the forums strikeeagle!  Your first post and you've already contributed to the community more than I have  ;D  Good to have you here!  And thanks for the corrected coordinates!

Pyro
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 29, 2014, 05:04:49 am
Awesome.  Thanks man!
Title: Re: New FSXBA Hornet
Post by: strikeeagle345 on January 29, 2014, 05:49:03 am
Thanks for the warm welcome! I have been apart of the FS community for a long time, just not on here. Anything I can do to help!
Title: Re: New FSXBA Hornet
Post by: LtButler on January 29, 2014, 07:35:36 am
Hey Jimi, I noticed the files you posted are a little blurry. If your using Photoshop to save your DDS files with, I recommend you save them in the DXT5 ARGB 8 bpp interpolated alpha format, with no MIP maps. This will make your saves a lot more crisp and clean.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 29, 2014, 03:33:19 pm
Some more feedback from a few passes at the boat.

- The nose gear indexer is reversed, showing the green light below the amber light and the red light above.  Should be the opposite, just as if you were looking at the indexer next to the HUD  See this picture for reference:

http://farm4.staticflickr.com/3032/2994152380_489e4a8803_o.jpg

- Worked out the tailhook issue and it now displays properly in MP.  My buddy had modified some files and that was the problem.  It's freakin amazing to finally see the hook down when acting as an LSO and using the PLAT cam.  Any chance of wing fold visibility in MP?  I would guess that if it was possible you would have already included it.

- Quick question about the flaps.  When I dirty up I hit the G key followed directly by the F8 key.  However I've noticed in the 2014 jet that I have to push the F8 key AFTER the gear are 3 green before the flaps will transition.  Hope that makes sense.  I'll double check the NATOPS when I get home and see if I can brush up on my flap scheduling logic in UA and PA modes.

-When using the clean model on the fleet variant, the pilot is wearing the Blue Angels flight suit and yellow helmet.  I tried finding the files and replacing them with the tan flight suit files, but couldn't figure out where it was getting the textures from in the first place. 

That's all for now.  Thanks again Jimi for the hard work, and LtButler for the fantastic textures.  I flew a pretty lousy (but really fun) demo flight last night and my buddy recorded it, take a look here:



I'm still not quite used to the flight dynamics compared to the 2012/Superbug, but it's just so much fun to fly!
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on January 29, 2014, 04:26:48 pm
'pp87' thanks for the great nose gear approach lights photo. RED for FAST - which will break stuff on deck! And raise the hook point....  ::)
Title: Re: New FSXBA Hornet
Post by: Paddles on January 29, 2014, 05:00:06 pm
-When using the clean model on the fleet variant, the pilot is wearing the Blue Angels flight suit and yellow helmet. 
Also this guy's head doesnt follow rudder movements as in other models.
And I couldn't find the formation lights on the clean model...  ;)
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 30, 2014, 04:24:00 am
Quote
- Quick question about the flaps.  When I dirty up I hit the G key followed directly by the F8 key.  However I've noticed in the 2014 jet that I have to push the F8 key AFTER the gear are 3 green before the flaps will transition.  Hope that makes sense.  I'll double check the NATOPS when I get home and see if I can brush up on my flap scheduling logic in UA and PA modes.

The flaps/gear arrangement are a result of a key flooding issue I had a while back.  I forgot all of the details.  I'll dig back into it and see if something new has come to mind to fix the issue.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 30, 2014, 05:41:03 am
Jimi,

Me and a friend were looking through all of the xml's and cfg's and noticed a few discrepancies:

The panel.cfg calls several xml gauges in the FCS folder that aren't there, namely Carrier_Takeoff_Trim, G_Limiter, Pirouette, Spring, Stick, and AOA.

The FCS folder on the other hand has a wingfold.xml not called in the panel.cfg. 

I'm not really sure than any of that actually means anything, just thought I'd point it out.
Title: Re: New FSXBA Hornet
Post by: LtButler on January 30, 2014, 06:20:26 am
Ok, soooo I know this is an early external model, but I cant resist the urge to paint it.  :-X

(http://i62.tinypic.com/2mrxn2v.png)
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 30, 2014, 06:22:58 am
And despite having the exact same aircraft installed with no files modified in any way, we are again having troubles with the hook visibility.  It's spotty.  Sometimes it works, other times it doesn't.  Really not sure what's going on anymore  :-[

I tried reading the Tailhook and Refueling probe xml's.  My understanding is that you are using them as exits in order to get them synced in MP is that right?  I couldn't quite get my head around the if-else statement in there though...there are just enough similarities to C languages for me to recognize it, but I don't follow the logic.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 30, 2014, 06:26:19 am
LtButler you are on a roll!  What an awesome low-vis scheme!  The Thunderbolts have an amazing squadron history, and this paint really does them some justice! I'm sure it's still a WIP, but thought I'd point out that it appears to be missing AB on the inside of the v. stabs.
Title: Re: New FSXBA Hornet
Post by: Jamal on January 30, 2014, 01:17:10 pm
Ok, soooo I know this is an early external model, but I cant resist the urge to paint it.  :-X

(http://i62.tinypic.com/2mrxn2v.png)

Too awesome! Great job!
Title: Re: New FSXBA Hornet
Post by: Paddles on January 30, 2014, 04:18:22 pm
I tried reading the Tailhook and Refueling probe xml's.  ...  I couldn't quite get my head around the if-else statement in there though...there are just enough similarities to C languages for me to recognize it, but I don't follow the logic.
Its RPN (http://en.wikipedia.org/wiki/Reverse_Polish_notation), one of computing cornerstones, used to reduce cpu overhead and thus to speed up computations. Based on another cornerstone - the stack...
Title: Re: New FSXBA Hornet
Post by: LtButler on January 30, 2014, 04:51:24 pm
LtButler you are on a roll!  What an awesome low-vis scheme!  The Thunderbolts have an amazing squadron history, and this paint really does them some justice! I'm sure it's still a WIP, but thought I'd point out that it appears to be missing AB on the inside of the v. stabs.

Pyro
Hooyah I noticed that, Very good eye you have.  ;)
Once finished, ill post a link.

Jamal
Thanks man! Welcome to the forum. :)
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 30, 2014, 05:32:16 pm
Very nice Textures Mr. Butler!  Glad to have someone with your eye and talent helping us out!

Pyro:  Yes you will find a few extra gauges in there from previous projects.  Some are more or less "Easter Eggs" for the FSX Blue Angels to use, such as the Spring gauge. There are others that I have spent weeks on with no success only to save for a later date to try again.  As things head toward completion, I will sanitize such files.
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 31, 2014, 09:09:02 pm
Need some help guys.  Do any of you know the Throttle position to RPM correlation of the hornet (i.e. what percentage of throttle movement, gives you what RPM)?  Any help would be greatly appreciated.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 31, 2014, 10:13:37 pm
Do you want compressor or fan RPM? Both vary with pressure I believe, but here are some excerpts from the NATOPS:

Compressor RPM's
Ground Idle - 63-70% - I noticed that the FSXBA bird idles at 61%, not incorrect per se, but that's the idle for the -400 engine which were only used for the first lot F-18C's.

Flight Idle - 68-73%  Idle stop extends once in UA more and retratcs again in PA.  Flight idle stop also retracts under high g-loading and allows for ground idle usage in flight.

Fan RPM's
Full burner max fan RPM is 106-108% depending on engine variant (Almost all C's use the -402, so 108% is probably the best bet for the FSXBA bird)


As far as throttle positions, I believe (couldn't find it in NATOPS) that the throttle movement from ground idle to MIL (100% Compressor, 102% Fan) is almost perfectly linear, and MIL to MAX follows a small exponential function.  I'll keep digging.


Title: Re: New FSXBA Hornet
Post by: ExNusquam on January 31, 2014, 11:33:22 pm
Pops, what's your source on that? I dug through the NATOPS and couldn't find useful info.

I also poked around to see if I could find any useful doc that would correlate PLA with RPM or FF...all I found were a few NASA docs that were not very helpful.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 01, 2014, 01:52:43 am
Roger that.  Thanks.  It's been some long days, but I'm really making progress on the throttle/thrust issue.  Big thanks to the snow (work has been cancelled for the last 3 days) and Roy Holmes (showed me what all that engine gibberish in the .air file does and how they relate).


As for resolving the Pitch Auto Trim issue, our buddy SPINS asked one of his buddies (Hornet Driver) about the System.  See below.
Jamal,

In all of those scenarios, the jet will attempt to maintain 1g flight. It attempts to capture 1g flight which is done through flight path angle, and not nose position. So in all those scenarios the jet will adjust pitch to maintain 1g on the aircraft. This makes it very easy to lose track of airspeed because the jet doesn't respond to airspeed like a normal aircraft would. This is why the Hornet has such a good autothrottle system, and it's standard to use autothrottle whenever your attention isn't focused 100% on flying the jet.

Although I haven't specifically tested those scenarios, here is my understanding. I will jump in a simulator and flight test them and get back to you with 100% accurate answers. But the textbook answer would be;

1.) The jet will maintain roughly 10 degrees nose up in 1g flight.
2.) The jet will maintain 1g flight through nose position. The nose will stay at 30 degrees although the flight path will begin to fall and the end state here will be the nose pitched up 30 degrees and the jet falling out of the sky likely around 45-50 degrees alpha. The nose may start to fall off slightly as the rate of descent becomes excessive, but it will not fall like a normal aircraft to maintain trimmed speed since the jet is constantly retrimming for 1g when it's in UA mode.
3/4.) In both these modes the aircraft will continue to accelerate nose down at 1g until aft stick is programmed.

Again, this is my understanding of the FCS system, but I've never actually let go of the stick and allowed the condition to progress into the extremes that you're asking about. I'll write up a kneeboard card and test it out in the sim (probably Monday) and let you know what happens. Any other situations you'd like tested while I'm making the trip to the box?

-Evan
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 01, 2014, 06:03:50 pm
Quote
Pops, what's your source on that?

Source is A1-F18AC-NFM-000, first page of Chapter 4 (Operating Limitations)

Title: Re: New FSXBA Hornet
Post by: SpazSinbad on February 01, 2014, 08:16:28 pm
10 pages of those Operating Limits from mentioned NATOPS attached:
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 02, 2014, 01:37:36 am
Guys,

Thanks again for the help, info and support.  Based on the numbers given by Average Joe (attached) and a few other bits of information that I gathered from either NATOPS and/or Google), I came up with this basic matrix to work off of (also attached).  It's not perfect, and the jet doesn't match up perfect, but its close enough and at least gets us in the ballpark to somewhat realistic throttle response based on real-world info...
Title: Re: New FSXBA Hornet
Post by: Woogey on February 02, 2014, 07:59:22 am
Hey Jimi, forgive me if this is mentioned somewhere earlier in the 14 pages.  Do you guys plan any TacPack integration?  -Woog
Title: Re: New FSXBA Hornet
Post by: Berettashooter on February 02, 2014, 10:25:42 am
Hi all.

I've been following this thread with interest, I have nothing to add but I do have some questions.

I have not downloaded this model yet, I have I think the 2012 version, will I need to delete that version before I install this one?

With this one still a WIP, will there be a link to any updates / fixes or upgrades or will we need to download a whole new model once everything is complete?

Thanks for making what seems to be an awesome legacy F-18 for us mate and for making it available.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 02, 2014, 03:04:12 pm
Hello Beretta,

This jet is a complete my new aircraft so you will not need to remove the 2012 variant.  They both should work.

Currently, jet will be a ongoing work in process and as of now, I plan on uploading all of the updates and fixes that I have done over the course of the week. This will be done on a weekly basis (Sundays for now). The version number will increase with each new update (i.e. 2014.1, 2014.2, 2014.3, ect). As I upload the new versions, I will update the original link on page 10 of this thread. Page 10 is also where I am maintaining a list of known problems and the status of their fixes. How this helps.

Woog,
Sorry I must have missed your post earlier.  Unfortunately no, this bird will not be TacPac integrated...
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 02, 2014, 06:46:49 pm
To clarify, the download link on page 10 will specify "2014.1, 2014.2" etc when those changes have been uploaded, and we will re-download the whole package?
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 02, 2014, 08:11:18 pm
Quote
To clarify, the download link on page 10 will specify "2014.1, 2014.2" etc when those changes have been uploaded, and we will re-download the whole package?

For now, yes.
Title: Re: New FSXBA Hornet
Post by: Essex on February 02, 2014, 09:02:45 pm
I've been conducting some experiments on the tailhook.

If you load FA-18.mdl into ModelConverterX it's possible to delete attachpt_tailhook_pivot (leave attachpt_tailhook_hook in it's correct place).
Then you can add attachpt_tailhook_pivot and place it where you choose, (0.00; -25.00; 0.50) is about where Jimi has it.
Now disable the tailhook section in aircraft.cfg.
You should now have the best of both worlds, a hook in the correct place that responds to contact with the deck and a plane that decelerates acceptably.

I'm not sure where the optimum place is for attachpt_tailhook_pivot , it may better to have it forward, near to, but behind the main gear.

For FSX native mdls that don't have attachpt_tailhook_hook it is possible to add it with ModelConverterX, but quite difficult.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 02, 2014, 09:17:20 pm
Good stuff.  Thanks Essex.  Are you able to reassign wingfold assignments with your software as well?  Like to an exit?
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 02, 2014, 09:25:04 pm
Everyone,

This is an update of what I have SO FAR.  

Things to fixed from FSXBA2014 to FSXBA2014.2 model:
-Throttle Response.  (Corrected, for the most part.  Still working on AB effectiveness) (in progress).
-Fuel consumption too aggressive (fixed)
-Nose wheel steering too aggressive (fixed)
-ATC malfunctioning/issues (fixed)
-Hook/Probe not visible in MP (fixed)
-Realign Afterburner graphic (fixed)
-Cockpit Views (fixed)
-Nose Wheel Gear Lighting (fixed)
-Formation Strip Lighting (partially fixed, need to update night textures)
-Smoke system on fleet jets (fixed)
-Account for extra fuel talk in training version (fixed)
-Fuel Dump (fixed (dumps about 800 lbs/min))
-Afterburner effect placement (fixed: thanks Strikeeagle)

Newly Added Items:
-New Textures (If permission is granted from Lt Butler)

Things I already know that I have to fix (Known Issues):
-Textures, both inside and out.  I will get to them after I finish cleaning up the big stuff

-Rudder Coordination/Integration.  Another big ticket item I am working on.
-Shock Cone Effect (definitely a W.I.P.)
-Hook takes a little long to extend and raise
-Pilot ejects from aircraft when calling the ball with VLSO
-Aircraft acceleration/deceleration too aggressive (working)
-Pitch Auto Trim G/Pitch Rate priority logic (awaiting info)
-Launch Bar and Launch Bar Switch
-Frame rate drop (possibly due to test gauge)
-Add carrier and refueling gauges
-Pirouette Logic
-Speed Brake Effectiveness
-Reduce AOA shake
-Wing Fold Visible in Multiplayer
-Sounds while jet is off
-Chock & Engine covers
-Gear/Flap deployment timing

Thanks again and looking forward to your feedback!

Link: http://fsxblueangels.com/Downloads/FA-18C_FSXBA2014.2.zip (Updated 2 Feb 2014)
Title: Re: New FSXBA Hornet
Post by: strikeeagle345 on February 02, 2014, 09:49:45 pm
Well done! I will continue to test as well and will post anything I find here.
Title: Re: New FSXBA Hornet
Post by: Essex on February 02, 2014, 09:52:30 pm
Are you able to reassign wingfold assignments with your software as well?  Like to an exit?

Jimi
Yes animations can be reassigned. You may have to customise the scale and or the bias though.

Thanks for your continued development.
Title: Re: New FSXBA Hornet
Post by: Corvette99 on February 02, 2014, 10:07:04 pm
so far so good . Did I miss how to get bombs to show on the pylons ? Also need more textures ! :) Great work so far gentlemen !
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 02, 2014, 10:26:30 pm
Corvette,

Although I didn't include them in the selection menu, you can change the exterior model or the jet by changing the model config file that is located in the model.fleet folder.  Just change to match the setup you'd like.

In regards to textures, they're coming.  Thanks to talented texture painters like LT Butler, we should have a selection in no time!
Title: Re: New FSXBA Hornet
Post by: Wingnut172N on February 02, 2014, 10:44:02 pm
Hi all,

Just wanted to introduce myself here.  I'm currently a Replacement Pilot at VFA-106 flying the F/A-18E/F at Oceana.  The earlier reference to testing the jet in the sim is from a PM between myself and Jamal.  Eager to help out and continue to test fly this great legacy jet in the sim!!

Title: Re: New FSXBA Hornet
Post by: jimi08 on February 02, 2014, 11:07:00 pm
Awesome!  Nice to meet you Wingnut and welcome to the forums.
Title: Re: New FSXBA Hornet
Post by: Corvette99 on February 02, 2014, 11:48:55 pm
Corvette,

Although I didn't include them in the selection menu, you can change the exterior model or the jet by changing the model config file that is located in the model.fleet folder.  Just change to match the setup you'd like.

In regards to textures, they're coming.  Thanks to talented texture painters like LT Butler, we should have a selection in no time!

Thanks Jimi ! Got it !!!
Title: Re: New FSXBA Hornet
Post by: ctec1 on February 02, 2014, 11:58:13 pm
A little P3D V2 feedback... Previously I had the FSXBA 2013 and Sludges Hornet working beautifully with AICarriers2 and vLSO in P3D V1.4. Today I decided to see if it all still works in V2. Happy to report that so far everything looks great.....

(http://www.fsfiles.org/flightsimshotsv2/images/2014/02/02/ekx4z.th.jpg) (http://www.fsfiles.org/flightsimshotsv2/images/2014/02/02/ekx4z.jpg)
(http://www.fsfiles.org/flightsimshotsv2/images/2014/02/02/0zPla.th.jpg) (http://www.fsfiles.org/flightsimshotsv2/images/2014/02/02/0zPla.jpg)
(http://www.fsfiles.org/flightsimshotsv2/images/2014/02/02/gRLpk.th.jpg) (http://www.fsfiles.org/flightsimshotsv2/images/2014/02/02/gRLpk.jpg)
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 03, 2014, 12:18:54 am
Wingnut, are you by chance the same Wingnut that did the Stike Fighter Ball 2013 vid, and used to fly with VFA-137 back in say 2010/2011?
Title: Re: New FSXBA Hornet
Post by: Wingnut172N on February 03, 2014, 12:51:23 am
Nope, didn't make the SFB vid, and -106 is my first Hornet squadron. My past assignments were T-45's in Meridian and T-6's at Whiting Field.  Still a Replacement Pilot in the Rhino, not fleet aircrew yet.
Title: Re: New FSXBA Hornet
Post by: dave76 on February 03, 2014, 01:44:38 am
thanks for the update jimi :)
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 03, 2014, 01:59:14 am
Quote
-106 is my first Hornet squadron

Right, I can see that now.  For some reason when I read your post I thought I saw "instructor" in there somewhere.  Regardless, it's fantastic to have you here with us, and don't be surprised if you are bombarded with questions  ;D  I know there are lots of fellas here that definitely have then.  Welcome to the forums!
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 03, 2014, 02:01:32 am
Just finished downloading the 2014.2 jet, and I can't unzip it.  I'm guessing that no one else has had this problem...

"Can not open file C:\blah blah blah as archive"
Title: Re: New FSXBA Hornet
Post by: Orion on February 03, 2014, 02:23:53 am
Just tried downloading and it extracted fine on my end.  Try downloading again, perhaps?
Title: Re: New FSXBA Hornet
Post by: Essex on February 03, 2014, 02:31:58 am
I have to use a download manager, otherwise it stops downloading prematurely.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 03, 2014, 03:02:14 am
Yes, that was my problem as well.  Ran archive test and got unexpected end of archive errors.  Thanks for the heads up.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 03, 2014, 03:41:34 am
Okay fellas, ever since the first time I loaded up the FSXBA 2014 legacy, I just knew I had to make a video for it.  I was hoping not to post the video before completion, but things are about to get busy for a bit (I HOPE only this week) so I thought I'd show you guys the preview of what I have so far.  I hope you all find it worthy of the jet Jimi has put so much time and effort into.  Watch in 1080 and full screen, and ENJOY!  ;D



I have lots more ideas for footage that I plan on incorporating somehow since as you can see I've only done a fraction of what the Hornet is capable of. My list for future segments are as follows (some will make it to the final cut, others will not):

- BFM footage (ACT and DACT)
- Tanking from a KC-135T and the Superbug
- Low Level on the Sidewinder route
- Some airshow maneuvers (Min radius, high alpha, pirouette, etc)
- Day/Night Case 3 recoveries
- Formation flying
- A HUGE flyby of 20+ aircraft - For this segment I would like some opinions.  Do any of you know of a good quality E-2C, or EA-6B for FSX?  Obviously the priority for this one is that it needs to have good enough flight dynamics for me to fly in tight formation.
Title: Re: New FSXBA Hornet
Post by: Herbie on February 03, 2014, 04:33:57 am
I have a strange CG location and problem to align with a Carrier runway. Plane not responsive. Herb
Title: Re: New FSXBA Hornet
Post by: Wingnut172N on February 03, 2014, 06:41:54 am
Hey guys,

So I took the 14.2 jet for a quick spin and came up with this list of observations.  Don't get discouraged, as the sim is awesome! I love flying it, these are just some notes I made.  Any questions, feel free to ask.  Keep in mind also, I have NO experience in a Charlie, all my observations are based on Rhino training, so if there are significant differences in things I've mentioned, then someone please correct me.

-Old Hi-Gain NWS was more realistic feeling.  The current simulation isn't aggressive enough at low speeds.
-Ailerons should fair to a retracted position when the wings are unlocked.
-The sim's IFEI does not power down when battery/generator power is removed.
-Flap switch in the cockpit does not affect flap position.
-Flaps/Ailerons and Elevators should droop when hydraulic power is removed on shutdown.
-APU Accumulator light should extinguish when #2 engine is started during normal ops.
-APU shouldn't start when APU accumulator is depleted as indicated by the APU ACCUM light.
-Engine "moan" on start sounds are very realistic, way to go!
-FCS DDI Page/System/Reset/IBIT not simulated.
-Flight Controls do not have full visual range of motion.
-Ailerons should lag the flaps in both extension and retraction.  Also, ailerons retain their full range of motion even when drooped with the flaps.  As well, rudders retain full range of motion when toed-in.
-Tailhook Extension/Retraction speed seems fine.
-Probe extension/retraction is too fast.
-Standby attitude gyro should be white above black in level flight.
-Acceleration in A/B feels much too fast, but this is subjective.  My throttles show 125% on the SHIFT-8 gauge at full A/B.  A legacy accelerates faster than a Rhino though, so this could be accurate...but my gut says the takeoff acceleration in full A/B is exaggerated.
-25 degrees nose up to maintain 300 knots at military power with a CL tank and pylons also seems too powerful.  The Rhino usually can only perform like that when slick.  Add a tank and pylons and typical pitch angle is ~18 degrees nose up at mil/300 knots.
-G limiter should help modulate G to 7.5 maximum above corner speed ~400 knots whereas I pulled 12.8 even with a very gradual onset from 1.23 Mach, however Betty doesn't have an 'over-g' aural warning like the sim does, and in certain conditions the jet can pull over 7.5 G without popping an overstress code.
-AOA shake is actual a relatively accurate simulation of the actual airframe buffet under g if the Legacy shakes like a Rhino does in the high-alpha environment.
-Wings in a Hornet shake during High-G.  Perhaps tie wing shake to the wing flex code?
-Energy Bleed rates at idle seem too high.  3G break from 350 knots shed 150 knots in 90 degrees of turn.  Seems excessive.
-Flaps can be extended independent of the landing gear in the real jet.
-Trimmed AOA should be shown on the lower right of the HUD in the landing configuration when the trim is moved.  Looks like current AOA is displaying there right now.  This assumes 23X software, which is the software load that shows a power carrot.  I don't believe the Hornet has a power carrot.  My understanding is only 23X and above Rhinos have it...Hornets don't display it even thought they use the same software load.  Correct me if this is wrong.
-Landing light switch shouldn't shut off upon gear retraction.  Landing light extinguishes, but the switch remains on.
-Speed Brake annunciator should be green vice white? (If the charlie is identical to the rhino)
-A/A, A/G, and Fire Extinguisher Ready Lights should be dark when not illuminated.
-Hook Bypass switch should automatically switch to "Carrier" when generator power is removed, or the hook is extended.
-Annunciator Panel should go dark when electrical power is removed.
Title: Re: New FSXBA Hornet
Post by: LtButler on February 03, 2014, 10:15:02 am
Do any of you know of a good quality E-2C, or EA-6B for FSX?  Obviously the priority for this one is that it needs to have good enough flight dynamics for me to fly in tight formation.

Alphasim has a very nice EA-6B with good physics and a very good looking exterior model.

The only E-2C for FSX i believe at the moment is by Abacus :-X...nuff said, lol.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 03, 2014, 11:02:38 am
Pyro: nice bid you got going so far!

Wingnut: thanks for the feedback. Very detailed. Some of the items I should be able to adjust, others, not so much due to lack of experience or access to certain model files. I'll try my best though. Thanks again gents.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 03, 2014, 12:34:18 pm
Here I what I can/can't do based on my resources and abilities.  Thank again for the input.

-Old Hi-Gain NWS was more realistic feeling.  The current simulation isn't aggressive enough at low speeds. (Can fix this)
-Ailerons should fair to a retracted position when the wings are unlocked. (I don't have the capacity to fix this)
-The sim's IFEI does not power down when battery/generator power is removed. (Should be able to fix this)
-Flap switch in the cockpit does not affect flap position. (Let me dig into this. I might be able to fix)
-Flaps/Ailerons and Elevators should droop when hydraulic power is removed on shutdown. (Might be able to fix)
-APU Accumulator light should extinguish when #2 engine is started during normal ops. (Might be able to fix)
-APU shouldn't start when APU accumulator is depleted as indicated by the APU ACCUM light. (Might be able to fix)
-Engine "moan" on start sounds are very realistic, way to go!
-FCS DDI Page/System/Reset/IBIT not simulated. (Can't do this one)
-Flight Controls do not have full visual range of motion. (Under what conditions?)
-Ailerons should lag the flaps in both extension and retraction.  Also, ailerons retain their full range of motion even when drooped with the flaps.  As well, rudders retain full range of motion when toed-in. (Don't have the ability to fix this)
-Tailhook Extension/Retraction speed seems fine.
-Probe extension/retraction is too fast. (Don't have the ability to fix this)
-Standby attitude gyro should be white above black in level flight. (Should be able to fix this)
-Acceleration in A/B feels much too fast, but this is subjective.  My throttles show 125% on the SHIFT-8 gauge at full A/B.  A legacy accelerates faster than a Rhino though, so this could be accurate...but my gut says the takeoff acceleration in full A/B is exaggerated. (Acknowledged, work in progress)
-25 degrees nose up to maintain 300 knots at military power with a CL tank and pylons also seems too powerful.  The Rhino usually can only perform like that when slick.  Add a tank and pylons and typical pitch angle is ~18 degrees nose up at mil/300 knots. (Work on fixing)
-G limiter should help modulate G to 7.5 maximum above corner speed ~400 knots whereas I pulled 12.8 even with a very gradual onset from 1.23 Mach, however Betty doesn't have an 'over-g' aural warning like the sim does, and in certain conditions the jet can pull over 7.5 G without popping an overstress code. (I'll work on this)
-AOA shake is actual a relatively accurate simulation of the actual airframe buffet under g if the Legacy shakes like a Rhino does in the high-alpha environment.
-Wings in a Hornet shake during High-G.  Perhaps tie wing shake to the wing flex code? (Actually does shake, I'll tweak)
-Energy Bleed rates at idle seem too high.  3G break from 350 knots shed 150 knots in 90 degrees of turn.  Seems excessive. (I'll look into this)
-Flaps can be extended independent of the landing gear in the real jet. (I had problems figuring this out in the past.  I'll revisit and see if I can fix)
-Trimmed AOA should be shown on the lower right of the HUD in the landing configuration when the trim is moved.  Looks like current AOA is displaying there right now.  This assumes 23X software, which is the software load that shows a power carrot.  I don't believe the Hornet has a power carrot.  My understanding is only 23X and above Rhinos have it...Hornets don't display it even thought they use the same software load.  Correct me if this is wrong. (Tried this in the past.  Beyond my ability to accurately imitate)
-Landing light switch shouldn't shut off upon gear retraction.  Landing light extinguishes, but the switch remains on.  (I'll see what I can do.  Should be able to do.)
-Speed Brake annunciator should be green vice white? (If the charlie is identical to the rhino) (Easy fix)
-A/A, A/G, and Fire Extinguisher Ready Lights should be dark when not illuminated. (Easy fix)
-Hook Bypass switch should automatically switch to "Carrier" when generator power is removed, or the hook is extended. (Should be able to fix)
-Annunciator Panel should go dark when electrical power is removed. (Should be able to fix)
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 03, 2014, 03:41:43 pm
Quote
-Old Hi-Gain NWS was more realistic feeling.  The current simulation isn't aggressive enough at low speeds.

That was my fault... I requested Jimi tone them down since as of now we don't have a way to toggle between modes, and I didn't always want HI gain when dropping below 7 or 8 knots.  :-[

Quote
-Flight Controls do not have full visual range of motion. (Under what conditions?)

I have noticed this too, under all conditions.  AFAIK it is only the stabs that lack in full ROM.  

That being said, if you are using the CHK page and cycle the stick it shows the NU/ND units for the stabs, and they are within NATOPS spec, so it is only a visual anomaly.  NATOPS excerpt (Ch. 7, Shore-Based Procs., 7.1.6 Before Taxi checks, #13a, Controls Checks):

- Full aft: 24 NU stabilator
- Full fwd: 3 NU
- R/L Aileron: CHECK 20 units differential stabilator.
                   CHECK differential trailing edge flaps  Wingnut can you shed some light on this one?  Am I understanding it correctly that there will be more flap extension on the side of the lateral stick input? I.E. Right stick provides more right trailing edge flap extension?

EDIT: Found full stab deflection information. Chapter 10, Functional Checkflight Procs., 10.2.1.3 Before Taxi, #10 Full stabilator travel verification.  Excerpt:

Set stab trim to 4 degrees NU and verify that:
Flaps - FULL
     AFT: 24 NU
     FWD: 10 ND
     Wings spread - R/L AILERON: 16 differential stabilator
     (Wings folded - R/L AILERON: 20 differential stabilator)

Quote
Hornets don't display it even thought they use the same software load.  Correct me if this is wrong.

I believe late Lot/Block Charlie's indeed do show the energy caret.  I think I remember an instance in the mini-series "Carrier" of HUD footage of a Legacy from VFA-94 or perhaps VMFA-232 during pitching deck ops that showed the caret.  I'll watch through the series again sometime and see if I can find it.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 03, 2014, 04:12:02 pm
Got some questions for you:
-You guys wouldn't happen to know the amount of thrust produced by the GE-F404s at ground and in-flight idle would you?
-How many stages does the Afterburners have?
-What is the fuel flow and thrust output of the first stage of afterburners?
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 03, 2014, 04:32:38 pm
Quote
You guys wouldn't happen to know the amount of thrust produced by the GE-F404s at ground and in-flight idle would you?

Depends on variant (As per NATOPS):

-400 has ~16,000lbs MAX thrust, ~10,700lbs MIL thrust

-402 has ~18,000lbs MAX thrust. ~10,900lbs MIL thrust

I will keep searching for idle thrust values, but they appear to be in A1-F18AC-NFM-200/210, which I haven't been able to get access to so far.

Quote
How many stages does the Afterburners have?

It is my understanding that GE's don't have "stages" of burner, but rather just a min (just past the blower detent), mid (somewhere between the blower detent and the stops), and max (at the stops), that are directly correlated to the spray bar position inside the afterburner assembly.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 03, 2014, 04:58:57 pm
I found this:

http://www.nasa.gov/centers/dryden/pdf/88166main_H-1556.pdf

Pages 9 and 10 have all the thrust values you could ever need for in-flight at 10,000ft 30,000ft, and 40,000ft.

Note that the units net thrust are displayed as lbf, which I at first assumed lbs-ft (which really doesn't make any sense anyway).  Note that the units are Pounds-Force, which is essentially saying the same thing at just pounds.  In short, the conversion factor is ONE, hence 5000 lbf = 5000 lbs.  Also note that the tables display calculated net thrust, not static thrust.  I'm not sure if FSX differentiates between the two.

Hope you can find some use for this Jimi.

EDIT: For work purposes - note that the entire document is UNCLASSIFIED.  I work at Lockheed Martin in a classified position...wouldn't want to lose my security clearance over something stupid like accidentally posting a classified document I scrounged up on the internet.  ::)
Title: Re: New FSXBA Hornet
Post by: Wingnut172N on February 03, 2014, 05:30:30 pm
Quote
That was my fault... I requested Jimi tone them down since as of now we don't have a way to toggle between modes, and I didn't always want HI gain when dropping below 7 or 8 knots.

No worries! As SOP almost all turns while taxiing are made in high gain NWS.  Reason is, we come to idle before making turns so we don't sweep PC's and Line Personnel with the exhaust.  In low gain we would be at idle for too long and the jet would come to a stop on the taxiway.  To mitigate this we will taxi under power all the way up until almost a 90 degree turn is required, pull the throttles to idle, engage NWS HI and swing the nose around rapidly, then release NWS HI and come back up on the power before the jet stops rolling.  We use our inertia to carry us through the turns, and Hi-Gain is the only way to make this feasible.

Quote
CHECK differential trailing edge flaps[/b]  Wingnut can you shed some light on this one?  Am I understanding it correctly that there will be more flap extension on the side of the lateral stick input? I.E. Right stick provides more right trailing edge flap extension?

When the flaps are in AUTO and the stick is deflected left or right, the stabilators, ailerons, and TEFs will will deflect differentially to execute the roll command.  Once the flaps are lowered to HALF or FULL, the TEF's are locked to a symmetrical deployment and roll control is provided by the stabs and drooped ailerons.

Quote
I believe late Lot/Block Charlie's indeed do show the energy caret.  I think I remember an instance in the mini-series "Carrier" of HUD footage of a Legacy from VFA-94 or perhaps VMFA-232 during pitching deck ops that showed the caret.  I'll watch through the series again sometime and see if I can find it.

Roger that.  Early Rhinos that share software with the Hornet (23X software) only display the energy caret with the gear down.  Higher lot Rhinos display it all the time.  When looking at the HUD footage, make sure it's actually a Charlie HUD.  No real way to tell in a TV show because the editors could have chopped different footage in different places.  Approach speed would be a big clue.  120-135 being a Rhino and 130-150 likely being a Legacy, but again that's inconclusive.

__________________________________________


The only visual range of motion I get on the flight controls is pitch movement of the stabs and yaw in the rudders.  Roll inputs show very little differential of the ailerons/flaps/stabs.  The real jet has ~30 degrees of differential (in a Super) so it's pretty significant on the ground.

Also, when I say that the ailerons maintain their full range of motion, I mean that even when they are drooped, the aileron will deflect above the wing when full lateral stick is applied.  Most sims simply change the centerpoint of the aileron when drooped, but that isn't the case, the surface retains its full upward deflection limit even when it is drooped with the flaps.

The same is true for the rudder.  If the rudders are toed in, and full rudder is applied in one direction, BOTH rudders will end up deflected fully in the direction on the input, currently, one rudder deflects and the other fairs to neutral which is incorrect.

VRS has simulated this incorrectly as well.  Probably a limitation of FSX and the way it understands drooping controls.



Very excited about this jet, guys!  Hopefully I don't discourage you with my detailed feedback, just trying to help make this thing as accurate as we can.  Even in it's current "beta" state it is by far the best Legacy Hornet around, and on it's way to becoming even better!! Rock on! PRESS!!
Title: Re: New FSXBA Hornet
Post by: ExNusquam on February 03, 2014, 06:10:56 pm
Quote
VRS has simulated this incorrectly as well.  Probably a limitation of FSX and the way it understands drooping controls.
If you can, shoot VRS some info on this. I'm fairly confident that they use custom variables for the flight controls, which means they should be able to fix it.

As for the Hornet, the new power curve feels better. I can fly the ball without getting OCP. Also, Butler, I'm loving the new textures.

Acceleration and Deceleration feel very excessive to me. TO run in AB is way, way to fast, and acceleration in AB just feels way to quick. Deceleration in turns is high, and I feel like the deceleration with the speedbrakes out is to high as well. If I get a chance later this week I'll compare the performance against the NATOPS.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 03, 2014, 06:54:15 pm
Quote
No real way to tell in a TV show because the editors could have chopped different footage in different places

Very good point.  After watching, I couldn't find the footage I was thinking of anyway. 
Title: Re: New FSXBA Hornet
Post by: Wingnut172N on February 03, 2014, 09:23:29 pm
Figured I'd copy this here; it's a series of tests Jamal requested I run in the Hornet sim regarding the behavior of the jet in certain flight conditions when the stick was released.
_______________________________________________________

Jamal,

Alright, just got home from the simulator test. Here's what I observed when the stick was released in the following conditions;

1.) 10 degrees nose up, 300 KCAS, power to maintain.
The jet maintained 1.0G flight at 300KCAS and 10 degrees nose up.

2.) 30 degrees nose up, airspeed bleeding, power at mil.
Jet maintained a 30 degree nose up vector at 1.0G as speed bled off. As the speed bled off through approximately 170 KCAS, the nose began slowly tracking up to 34 degrees nose up while the velocity vector began to fall until it was HUD limited. At roughly 110 KCAS and 25 AOA the nose began to slowly fall. Slowest airspeed was 100 KCAS at 30 AOA. Nose continued to pitch down gradually to 3 degrees nose low at 20 degrees alpha as the airspeed began to increase again. The maneuver ended up slightly nose low with the airspeed increasing under 1 G flight when the airplane recovered itself. The entire evolution occurred between 1.1G and .7G with .7 occurring during the pitch down from 33 degrees to 3 degrees nose low.

3.) 20 degrees nose down, airspeed increasing, power at idle.
Jet accelerated under idle power at 1G flight maintaining roughly ~20-18 degrees nose down. Nose slightly tracked up due to a slight lag in the automatic trim as the speed increased.

4.) 40 degrees nose down, airspeed increasing, power at mil.
Jet accelerated at military power in 1G flight to Mach 1.21 at ~40-38 degrees nose down. Almost identical performance as the condition above.

 Hope this answered your questions, Jamal!! Anything else, please don't hesitate to ask. I'll also post this on the forum at FSDREAMTEAM in case you see it there first.

__________________________________________________________

Another notes I made from the sim;

In the overhead break at the field from 350 KCAS, an IDLE power turn using the 1% rule (3.5G pull at 350 knots, 3G at 300 etc...) yielded an airspeed of 280 KCAS through 90 degrees of turn.  250 KCAS roughly 135 degrees through the turn.
Title: Re: New FSXBA Hornet
Post by: Wingnut172N on February 03, 2014, 09:24:49 pm
If you can, shoot VRS some info on this. I'm fairly confident that they use custom variables for the flight controls, which means they should be able to fix it.

I've communicated this information to VRS several times and they are unwilling to fix the issue.  They said they might look at it for the Pro version, but in the meantime they seem like they're content with the current model as is.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 03, 2014, 10:46:43 pm
Quote
they seem like they're content with the current model as is

Which is a real shame TBH.  I'm not sure if you have the Superbug and if you can comment or not, but there are certain flight regimes in which it seems the Superbug is extremely inaccurate.  There are two things that come to my mind:

- The so called "ground effect" that has been claimed as a fault of FSX (although the FSXBA 2012, Sludge Hornet, and the FSXBA 2014 don't experience this).  As you get closer to the ground, the rate of descent is slowly arrested which makes FCLP damn near impossible, although it is manageable at the boat by adding a bit of forward stick or cutting power at the ramp, but it's still annoying not to be able to fly it correctly all the way into the wires. 

- The second thing that annoys me is the Superbug's performance at "low speed."  If I'm under 250 knots and enter into anything greater than about 1.7G, the aircraft rolls towards the high wing and pitches up, and occasionally a small amount of yaw is induced.  This obviously results in a huge loss of airspeed, and in my testing has led to departures fairly frequently.  Everything I have studied about the Rhino makes it seem like this is utter non-sense.  A fella on the VRS forums even brought it to their attention with a Q&A with a Rhino pilot, and the VRS guys just brushed it off.

Don't get me wrong, under most circumstances the Superbug is a fantastic simulation and it was worth every penny.  I just wish they would listen a bit better to people that actually know what they are talking about.
Title: Re: New FSXBA Hornet
Post by: Wingnut172N on February 03, 2014, 10:59:05 pm
Which is a real shame TBH.  I'm not sure if you have the Superbug and if you can comment or not, but there are certain flight regimes in which it seems the Superbug is extremely inaccurate.  There are two things that come to my mind:

- The so called "ground effect" that has been claimed as a fault of FSX (although the FSXBA 2012, Sludge Hornet, and the FSXBA 2014 don't experience this).  As you get closer to the ground, the rate of descent is slowly arrested which makes FCLP damn near impossible, although it is manageable at the boat by adding a bit of forward stick or cutting power at the ramp, but it's still annoying not to be able to fly it correctly all the way into the wires. 

- The second thing that annoys me is the Superbug's performance at "low speed."  If I'm under 250 knots and enter into anything greater than about 1.7G, the aircraft rolls towards the high wing and pitches up, and occasionally a small amount of yaw is induced.  This obviously results in a huge loss of airspeed, and in my testing has led to departures fairly frequently.  Everything I have studied about the Rhino makes it seem like this is utter non-sense.  A fella on the VRS forums even brought it to their attention with a Q&A with a Rhino pilot, and the VRS guys just brushed it off.

Don't get me wrong, under most circumstances the Superbug is a fantastic simulation and it was worth every penny.  I just wish they would listen a bit better to people that actually know what they are talking about.

I do have the SuperBug, and I agree that while it is a great simulation, there are some downfalls that the devs seem happy to ignore.  Speaking honestly, I did give them some bad gouge as a mid while I was on an aviation cruise, so that may contribute to their lack of desire to act on my feedback, but I feel that currently flying the jet should give me a bit of credibility that I lacked as a midshipman.

The ground effect is very annoying in the VRS, and in fact I don't fly it at the ship or FCLP for that reason.  The Hornet sims don't seem to have the issue.  I wonder if that's an issue with the Hornet having smaller wings than the Rhino and FSX picking up on that?  The real Super Hornet does tend to float a little more on the ball than the Hornet does (the Hornet tends to settle due to it's tiny wings) but nothing even close to how the VRS flare itself as it nears the ground.

The pitch up and into the high wing is also irritating.  I haven't maneuvered the Rhino dynamically enough in real life to really be able to comment on it's performance in the corners on the envelope yet though, so I'll defer to folks with more experience.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 03, 2014, 11:28:04 pm
Great info guys.  Just reading the dialog going back and forth and I think I might be able to shed some light on a few things.

Quote
The so called "ground effect" that has been claimed as a fault of FSX (although the FSXBA 2012, Sludge Hornet, and the FSXBA 2014 don't experience this).  As you get closer to the ground, the rate of descent is slowly arrested which makes FCLP damn near impossible, although it is manageable at the boat by adding a bit of forward stick or cutting power at the ramp, but it's still annoying not to be able to fly it correctly all the way into the wires.

-While tweaking the jet that I am working on, I've noticed that there is in fact a "Ground Effect" variable in the .air file.  I haven't check VRS' file but, adjusting it might yield the results that you are looking for.

Quote
Figured I'd copy this here; it's a series of tests Jamal requested I run in the Hornet sim regarding the behavior of the jet in certain flight conditions when the stick was released.
-This is on part from what I understand from reading the NATOPS.  With zero pitch input, the FCS will seek to keep the jet a 1.0 G, zero pitch rate flight up to 22 degrees Alpha.  Any further increase in Alpha requires constant pitch input from the pilot.  Any the point where the aircraft exceeds 22 degrees Alpha that is not commanded by the pilot, the FCS starts to incorporate nose down trim, until the aircraft's Alpha is below 22 degrees, the FCS once again seeks to keep the aircraft at 1.0 G.  That explains the brief nose down pitching, followed by the nose low settling.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 03, 2014, 11:51:05 pm
Jimi, what are you using to "decompile" the jumbled mess that is the .air file?

Wingnut,

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I haven't maneuvered the Rhino dynamically enough in real life

Where are you in the syllabus right now?

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The real Super Hornet does tend to float a little more on the ball than the Hornet does (the Hornet tends to settle due to it's tiny wings)

Meaning Hornets fly the ball with significantly more power on than Rhino's correct?  I would also assume then that the burble also has a far more pronounced effect for Hornets than for Rhinos.
Title: Re: New FSXBA Hornet
Post by: Wingnut172N on February 04, 2014, 12:45:28 am
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Where are you in the syllabus right now?

Currently in the transition phase of the syllabus.  This is the first phase of training where a Cat I receives their NATOPS qual and Instrument Card so they are qualified to fly the jet.  Following phases are Strike, Fighter, Fighter Weps, CQ.

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Meaning Hornets fly the ball with significantly more power on than Rhino's correct?  I would also assume then that the burble also has a far more pronounced effect for Hornets than for Rhinos.

While I'm not sure about power settings (having not flown both) anecdotal evidence is that the Hornet tends to settle much more at the ramp than the Super because of the burble effect and the tiny wings.  Rhinos don't have the same tendency to settle, but tend to float and go flat at the ramp because of their bigger wings and more powerful motors.  It's easier to get overpowered in a Rhino than a Hornet is what I've heard around the squadron.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 04, 2014, 02:44:56 am
Ahh yes...NATOPS quals.  Pretty much the only time on earth where mixing up two words can potentially end a career path...   "Possible" and "Practical."  At least this is what I've heard of transition phases.  My dad flew Vikings back in mid to late 80's, said the transition was brutal in the ASW pipeline.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 04, 2014, 11:24:15 am
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Jimi, what are you using to "decompile" the jumbled mess that is the .air file?

-I use a combination of aired and Air Update.
Title: Re: New FSXBA Hornet
Post by: LtButler on February 04, 2014, 04:32:16 pm

When hooked up to the catapult, the jet automatically rudder's slightly to the right.
Not a big issue. May be something i'm not doing correctly. :P
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 04, 2014, 10:59:18 pm
Roger.  It should recenter by 50 KIAS.  I'll add it to the list though.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 05, 2014, 03:45:42 am
Jimi,

Had a quick flight with a friend.  Still no joy on the hook/probe being visible in MP.  We have identical aircraft, no mods, and are using identical FSX settings.

Packet count in MP is rather large...over 800 most of the time.  I'm assuming that some of that is caused by the data gauge.  Does anything depend on the data gauge or can I remove it for testing packet count?

The UA logic is now correct for normal flight conditions.  Inverted flight is still incorrect as it still attempts to capture -1.0 g.  It should be identical to normal flight and attempt to capture +1.0 g.

That's all I have for now.
Title: Re: New FSXBA Hornet
Post by: Dman on February 05, 2014, 03:51:50 am
Kinda off the topic.. I know some of the animations aren't working yet, But is there a way to show the empty cockpit on this current version? I thought I saw a screen shot of this at one time..
I'm A huge fan of the legacy hornet.. I would like to say thank you for this model and work that went into it!!!!
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 05, 2014, 05:32:42 am
Jimi,

Did a few passes at the boat, and tested some things.

NWS is my bad...Sorry I said that.  I would rather have the old NWS back (the NATOPS spec version) and just get used to it.

Overall handling characteristics feel very different now.  The thrust feels much better, but roll rates seem a tad slower, and rate of turn (i.e. rate of heading change) seems slower as well.  Also, when entering into a bank from level flight the vertical speed should slowly decrease (i.e start going negative) and the velocity vector should sink slightly and visualize that decreasing sink rate.  From my flight, it doesn't appear that is the case, but rather the jet is attempting to maintain level flight.  Maybe I'm incorrect in this, but that is the way the previous iteration of the 2014 flew, as well as the 2012 and the Superbug.  It made passes at the boat a bit difficult.  I can try to explain this in better detail if needed.  Or maybe tomorrow after I get home from work I'll try to make a quick video showing what I'm talking about.

ATC now works in UA and PA mode, however it didn't disengage when I trapped and I rolled right off the end of the deck after letting off the brakes.  I'll have to try it again at an airfield, and then make a few more passes at the boat with it engaged.  I also noticed it's no longer mapped to the carb heat, but to Ctrl+R, could that be causing FSX autothrottle to interfere with your custom autothrottle.xml?  EDIT: Flew another pass at the boat using the ATC in PA, I think it's holding the airspeed I engaged it at, as opposed to trying to maintain on speed for the given trimmed AoA.

And a question about the AoA trimming.  I believe I read that once in PA mode, trimming the pitch is done by hand to 8.1 AoA.  It seems however that in the 2014, trimming doesn't work at all in PA, and that it's automatic?  Is this as per NATOPS?

I think that will be it for tonight....sometimes I wish I didn't have to work so early.   :P It's loads of fun flying around in this jet.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 05, 2014, 06:21:30 am
Jimi, figured out the hook!  ;D  It shows in MP whenever both parties are using the CLEAN model, but does NOT show in MP if both are using the training model.  I don't have the time to test each model tonight, but I most certainly will tomorrow after work, and I'll let you know which other models (if any) properly display the hook in MP.
Title: Re: New FSXBA Hornet
Post by: LtButler on February 05, 2014, 03:34:53 pm
Jimi, figured out the hook!  ;D  It shows in MP whenever both parties are using the CLEAN model, but does NOT show in MP if both are using the training model.  I don't have the time to test each model tonight, but I most certainly will tomorrow after work, and I'll let you know which other models (if any) properly display the hook in MP.

I noticed the same thing when me and my buddy went on a flight. 
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 05, 2014, 05:56:36 pm
Been reading some more of the NATOPS today while on break at work.  I'm sure sounds are about as far down the list as textures, but I thought I'd note some sound inconsistencies, none of which are a huge deal.

1) As mentioned, no Over-g tone IRL.

2) Departure tone - not included that I'm aware of.  It's a beeping tone that increases in frequency the closer you get to NATOPS limits of AoA.  It will probably be hard to accurately model this since the tone itself is very dynamic and depends on lots of factors.  See NATOPS 2.8.2.5 (Departure Warning Tone)

3) RALT tone - The tone in the 2014 just goes off once when crossing the set altitude (hardcoded at 350 right now I think), however in the real jet the tone is CONTINUOUS until the pilot resets the tone, unless it isn't reset at all, in which case it will continue until WonW.  See NATOPS 2.12.5.1 (Primary Radar Low Altitude Warning)

4) Most Betty sounds appear to be based on the Rhino.  The Fire Test switch uses the correct voice, however I'm assuming that this is just because the real Legacy Betty tones are hard to come by.  I'll see if I can dig some up somewhere.

5) Is it possible to implement the warning tone silence button next to the gear lever?  Not important, would just be nice to have in some instances.

Title: Re: New FSXBA Hornet
Post by: jimi08 on February 06, 2014, 02:57:54 am
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Kinda off the topic.. I know some of the animations aren't working yet, But is there a way to show the empty cockpit on this current version? I thought I saw a screen shot of this at one time..
I'm A huge fan of the legacy hornet.. I would like to say thank you for this model and work that went into it!!!!
-Thanks for the compliments!  I will pass the good word on to all those involved.  As for the empty cockpit, I will have to check this out.  I know that the jet is currently coded to show certain things such as boarding ladder, chocks and intake covers, but some of my FCS coding is blocking their functionality.  When I figure things out, I will chime back in on the answer.

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As mentioned, no Over-g tone IRL.
-Should be easy to remove.  I'll take care of that by the next release.

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Departure tone - not included that I'm aware of.  It's a beeping tone that increases in frequency the closer you get to NATOPS limits of AoA.  It will probably be hard to accurately model this since the tone itself is very dynamic and depends on lots of factors.  See NATOPS 2.8.2.5 (Departure Warning Tone)

-I going through some ideas on how to possibly implement this...  Might be a while before I figure it out though.

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RALT tone - The tone in the 2014 just goes off once when crossing the set altitude (hardcoded at 350 right now I think), however in the real jet the tone is CONTINUOUS until the pilot resets the tone, unless it isn't reset at all, in which case it will continue until WonW.  See NATOPS 2.12.5.1 (Primary Radar Low Altitude Warning)
-Might be able to do this.  I'll put on the Honey-Do-List lol.

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Most Betty sounds appear to be based on the Rhino.  The Fire Test switch uses the correct voice, however I'm assuming that this is just because the real Legacy Betty tones are hard to come by.  I'll see if I can dig some up somewhere.
-Roger.  Thanks.

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Is it possible to implement the warning tone silence button next to the gear lever?  Not important, would just be nice to have in some instances.
-that involves animating and tagging that button, which involves decompiling and recompiling the 3-D model, which I do not know how to do.  Sorry.

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Jimi, figured out the hook!  Grin  It shows in MP whenever both parties are using the CLEAN model, but does NOT show in MP if both are using the training model.  I don't have the time to test each model tonight, but I most certainly will tomorrow after work, and I'll let you know which other models (if any) properly display the hook in MP.
According to Jamal, only the clean and FSXBA models have this feature.  Maybe someone from these forums here can help us implement this in the 3D model so we can apply it to the other variants (along with the wing fold)

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NWS is my bad...Sorry I said that.  I would rather have the old NWS back (the NATOPS spec version) and just get used to it.
No worries.  Already re-implemented.

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Overall handling characteristics feel very different now.  The thrust feels much better, but roll rates seem a tad slower, and rate of turn (i.e. rate of heading change) seems slower as well.  Also, when entering into a bank from level flight the vertical speed should slowly decrease (i.e start going negative) and the velocity vector should sink slightly and visualize that decreasing sink rate.  From my flight, it doesn't appear that is the case, but rather the jet is attempting to maintain level flight.  Maybe I'm incorrect in this, but that is the way the previous iteration of the 2014 flew, as well as the 2012 and the Superbug.  It made passes at the boat a bit difficult.  I can try to explain this in better detail if needed.  Or maybe tomorrow after I get home from work I'll try to make a quick video showing what I'm talking about.
-Sludge and I had the opportunity a while back to fly in some of the F/A-18 sims over at Miramar.  I do remember the pilot there telling us that the jet will somewhat maintain pitch in a banked turn up to 30 degrees before the nose will start to "fall through"  The way the logic is set now, the jet will automatically induce rudder trim based on Angle of Bank (AOB).  It will dial in trim up to 45 degrees at which point, it will start dialing out trim, to where no trim is present by 90 degrees AOB.  This was done for better and steep turn handling and for better formation aerobatic maneuvering.  There are two things I can do to remedy: 1.  I can enable the same auto rudder system that is enabled with gear and flaps down.  That system is not based on AOB, but constantly monitors the slip and skid of the aircraft and appropriates rudder trim accordingly.... or 2.  I can keep the AOB based system, just strengthen its effectiveness.  Either way, will give you a better turning (i.e. chew through heading...) aircraft.  As for the roll, I made a slight adjustment to ailerons, if anything, they should be more aggressive.  I increased their effectiveness at 0 airspeed so that full range of motion could be seen while on the ground.  That was all.  In terms of handling around the boat, I would ask that you confirm that flaps are in full.   You should get the opposite effect as long as you have gear and flaps deployed.  With that configuration the rudder trim is set to null out slips/skids so it tends to chew through heading quite effortlessly.  With that come a little more aft stick that what would normally be required during UA.

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ATC now works in UA and PA mode, however it didn't disengage when I trapped and I rolled right off the end of the deck after letting off the brakes.  I'll have to try it again at an airfield, and then make a few more passes at the boat with it engaged.  I also noticed it's no longer mapped to the carb heat, but to Ctrl+R, could that be causing FSX autothrottle to interfere with your custom autothrottle.xml?  EDIT: Flew another pass at the boat using the ATC in PA, I think it's holding the airspeed I engaged it at, as opposed to trying to maintain on speed for the given trimmed AoA.
I did reprogram the activation of the ATC to work with the default speed hold, which is Ctrl+R, but now that I think about it, the default and programed ATC might be conflicting with each other, at which point the default speed hold wins out and tries to maintain the speed that was present upon its activation.

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And a question about the AoA trimming.  I believe I read that once in PA mode, trimming the pitch is done by hand to 8.1 AoA.  It seems however that in the 2014, trimming doesn't work at all in PA, and that it's automatic?  Is this as per NATOPS?
-Trimming is done by hand and trims the aircraft as a function of AOA.  I currently do not possess the knowledge necessary to pull this one off the way I would like, which is by using the normal trim buttons to "dial in" the AOA and have the trim system maintain the trimmed AOA.  This involves disconnecting the stick input, the stabs, and the stab indications from one another and inserting so logic in between.  I've spent many months over the course of last year trying to figure this one out, but have only had marginal success.  I guess I will need to start learning how FSUIPC works as I hear that might by the remedy.

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Packet count in MP is rather large...over 800 most of the time.  I'm assuming that some of that is caused by the data gauge.  Does anything depend on the data gauge or can I remove it for testing packet count?
-Not sure what is causing the high count.  It might be the data gauge, but it doesn't make since that that would be the culprit.  "Packet Flooding" is usually caused by certain triggered events happening in rapid succession while in multiplayer, such as rapidly raising and lowering the flaps, gear, smoke, and a few other things that are transmitted across the net.  Usually primary control surfaces do not affect this.  However, I will check into this.  To answer your question though, no, nothing depends on the data gauge.

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The UA logic is now correct for normal flight conditions.  Inverted flight is still incorrect as it still attempts to capture -1.0 g.  It should be identical to normal flight and attempt to capture +1.0 g.
-Easy Fix.  I'll take care of that.

I hope this answer most of the questions out there for now.
Title: Re: New FSXBA Hornet
Post by: Wingnut172N on February 06, 2014, 03:04:17 am
Can we wait a little bit before adjusting the radalt tone?

There is some logic here that NATOPS does not fully explain, which I'd like to get right.  Here's my reasoning.

As SOP the RADALT is set to 370 feet in the traffic pattern so it goes off at the 45 (the point where you'd be crossing the wake at the ship).  But the tone isn't constantly chirping all the way from the 45 to touchdown, so there must be some logic attached to the gear handle, but it's not mentioned in NATOPS.

I'd like to do some research before we change anything, because the VRS jet goes off constantly from the 45 to touchdown, and it is 1.) annoying 2.) not like the real jet.  I don't want to give you bad information though.

NATOPS does state that the aural warning for the RADALT will continue if not reset, but at the lowest priority.  I know for a fact that during an Emergency Procedures sim, but WSO didn't reset the RADALT and after a certain amount of time it didn't sound a warning anymore.  Let me research the logic here a bit more before we adjust it?  Is that alright?
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 06, 2014, 03:18:59 am
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Is that alright?

Of course it's alright!  Lets see...who should Jimi listen to?  The dude that's just pulling excerpts from the NATOPS and taking them out of context (mostly), or the winged USN naval aviator that has the opportunity to help Jimi much more accurately implement NATOPS specifications? 

That's a really easy choice  ;D

And Jimi...thanks for the detailed responses to the feedback.
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There are two things I can do to remedy

I'm not sure what would provide the best results in-sim, so maybe try each option over the next two releases?  Or just pick which one you would prefer as it sounds like either would provide the desired end result.  Which would be the most realistic approach?

Lastly...

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Honey-Do-List

Hahahahahahaha!
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 06, 2014, 03:21:43 am
One other thing Jimi, are you opposed to using sounds ripped from youtube videos of other sims?  I have some good audio clips here for a few tones (still need cutting and cleaning up) from Seven-G.  I've tried getting their permission to use some things, but they are totally unresponsive.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 06, 2014, 04:30:03 am
Wingnut, I agree 100% on what Pyro said. Thanks for your help and input. I have no problem waiting. The jet will be here for a while and so will I.

Pyro, no problem with the sound files as long as its OK with seven G. I don't need them hunting me down ...
Title: Re: New FSXBA Hornet
Post by: Essex on February 07, 2014, 12:56:21 am
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Jimi, figured out the hook!  Grin  It shows in MP whenever both parties are using the CLEAN model, but does NOT show in MP if both are using the training model.  I don't have the time to test each model tonight, but I most certainly will tomorrow after work, and I'll let you know which other models (if any) properly display the hook in MP.
According to Jamal, only the clean and FSXBA models have this feature.  Maybe someone from these forums here can help us implement this in the 3D model so we can apply it to the other variants (along with the wing fold)

The clean and FSXBA models have the hook designated as door_3 not tailhook. Presumably door_3 data is transmitted in MP whereas tailhook data isn't? What determines the data that's transmitted? Can this be customised?
I assume door_3 doesn't react to contact with the ground unlike tailhook, is that important?
I'm fairly sure attachpt_tailhook_hook could be placed on a door, could <Variable>EXIT OPEN:3</Variable> be then linked to tailhook position?
More questions than answers I'm afraid.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 07, 2014, 02:27:01 am
Yes the hook animation is registered as an exit so that it can be seen in multiplayer and a gauge was created in mirror the open/close status of it with the actual tail hook function to make it usable during arrested landings. There are a few other variables that are transmitted through multiplayer but not many. I don't know how to customize this.
Title: Re: New FSXBA Hornet
Post by: mace on February 07, 2014, 04:20:45 am
Hi,

Nice too see so many people here are so passionate and in love with every detail of the legacy hornet. And thank you to the team who's making the legacy alive in FSX. 


I've noticed few things with the 2014.2 model, and here's the list.

- when the flaps are down, the rudders move from toe-in to toe-out depending on its AOA in the real hornet.  The rudders will toe-in in lower AOA, back to neutral "on speed", and toe-out in higher ANA.  When WonW, the rudders will toe-in regardless to AOA.

- when flaps set to AUTO, I think the LEF are moving too much against the actual AOA and the movement of the TEF. Sorry I can't tell you in detail with actual data, but from the videos and photos I could find, I think the balance of LEF and TEF deployment is bit unbalanced. 

- when flaps are in HALF or FULL, I thought the LEF moves between 12-30deg down, and are locked to 12deg with WonW. 

- would be nice if models with 2-tanks and 3-tanks are added.

- would be nice if the rudders and h-stabs have UV mapped individually on every surface to repaint showbirds


Hope these help in some way. 

Though any of these couldn't be done, the legacy is the best legacy for FSX in any way.
I think I can't sleep this weekend, gotta paint something to fly from Atsugi.

Thanks :D


Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 07, 2014, 07:15:47 am
Welcome Mace! Glad to have you with us. A few comments:

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when the flaps are down, the rudders move from toe-in to toe-out depending on its AOA in the real hornet

Where are you getting this info?

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when flaps are in HALF or FULL, I thought the LEF moves between 12-30deg down, and are locked to 12deg with WonW.  

I didn't notice this until just now, but you are correct. The flap scheduling logic you described is as per NATOPS. Not sure that this is possible, but Jimi can tell you for sure.

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gotta paint something to fly from Atsugi.

Can't wait to see it! I would love to see a good legacy diamondbacks texture. Yes I know they never flew legacies, they just have great CAG paints!  ;D
Title: Re: New FSXBA Hornet
Post by: mace on February 07, 2014, 08:50:18 am
Hi Pyro, nice to see you, and thank you for your comments.

About the rudders, I can't find any information to describe what I'm saying, but from what I saw; photos, videos, and real hornets on short final, I came up with that logic I posted. I'll look for some photos or videos after I get home.

And about the repaint, I might try Dbacks after the Maces, Dragons, Chippy and so on :).  Sure they have a nice paint scheme for their CAG birds, so it should be fun repainting their paint schemes. I already have EA-6 in VAQ-136 livery and F-14 in VF-154 livery, so all I gotta do is to paint the rest of VFA squadrons to fly over atsugi.

I like the showbird of the Mighty Shrikes too, but it should be really hard putting that paint scheme on to the FSXBA hornet due to its UV mapping. I'll try though.

Hope the team can make 2-tank version of the hornet, as it was seen pretty often when half of the CVW-5 was the legacy hornets.
Title: Re: New FSXBA Hornet
Post by: Snake on February 07, 2014, 03:06:51 pm
I have been test flying the hornet for the last few days and i must say it is an awesome piece of work. The flight model is  better than the VRS model, too bad they will not fix it. I know it is still in testing so here is my input:

I noticed when taxiing at 70% rpm the jet crawls and when i bump it to 71% the speed starts to build very quickly, makes it very hard to taxi in formation. flying in formation is the same, when i hit that spot and get too much acceleration and overshoot the leader.

That's the only item i see right now, i know you have a lot of other items on the checklist i just thought i would mention that because i have not seen it being discussed yet.

Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 07, 2014, 03:50:26 pm
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I noticed when taxiing at 70% rpm the jet crawls and when i bump it to 71% the speed starts to build very quickly, makes it very hard to taxi in formation. flying in formation is the same, when i hit that spot and get too much acceleration and overshoot the leader.

I noticed this as well, which is why I think I originally had a tough time with the NWS in HI gain.  However I just brushed it off as "not being used to it."  I know Jimi has been working on the thrust curves pretty extensively over the last little bit, so perhaps he can shed some more light on it.

And welcome to the forums!  It's great to see so many new people joining and posting.  The more people there are in the FSX Naval Aviation "community" the more likely we are to continue to see new developments.

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I can't find any information to describe what I'm saying, but from what I saw; photos, videos, and real hornets on short final, I came up with that logic I posted. I'll look for some photos or videos after I get home

That would be great, I'm very interested to see them, as I can't find anything regarding this in the NATOPS (yet).
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 07, 2014, 04:37:14 pm
Update on toe-in/toe-out:

NATOPS excerpt:

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In the takeoff and land modes, rudder toe-in is used to improve the longitudinal stability and to provide early rotation during takeoff or bolter.  Rudder toe-in/toe-out is a function of AOA with maximum toe-in (30 degrees) at low AOA (less than 2 degrees) or WOW and decreases proportionally through 0 - 15 degrees toe-out at 11 degrees AOA.

Some things to note:

Toe-in with WOW will always be 30 degrees.

So the max range is from 30 degrees toe-in to 15 degrees toe-out, with the 30 degrees toe-in at 2 degrees AOA or less, and 15 degrees toe-out occurring at or above 11 degrees AOA. 

What I'm failing to understand from the NATOPS is the scheduling.  It says that it decreases proportionally, but what are the ranges in which it is proportional?  NATOPS seems a bit vague here, but to ME it sounds like the proportionality is from 2 AOA through 11 AOA.  I'm guessing toe scheduling is identical (or very similar) in the Rhino so perhaps Wingnut can further explain this.
Title: Re: New FSXBA Hornet
Post by: mace on February 07, 2014, 05:14:34 pm
Thanks to the photographers,
I found some photos to show how the rudders react to the AOA.
I'm trying to find a good video but there's none of them uploaded on the youtube.

1. over speed (low AOA)
http://www.airliners.net/photo/Switzerland---Air/McDonnell-Douglas-F-A-18C/2358794/L/&sid=cf4e295267f9bf4fa49ab9e6762c9a62
http://www.airliners.net/photo/Switzerland---Air/McDonnell-Douglas-F-A-18C/2062062/L/&sid=cf4e295267f9bf4fa49ab9e6762c9a62
http://www.airliners.net/photo/USA---Navy/McDonnell-Douglas-F-A-18C/2013182/L/&sid=cf4e295267f9bf4fa49ab9e6762c9a62
http://www.airliners.net/photo/USA---Navy/McDonnell-Douglas-F-A-18C/1964357/L/&sid=cf4e295267f9bf4fa49ab9e6762c9a62
http://www.navy.mil/view_image.asp?id=3856

2. on speed
http://www.airliners.net/photo/USA---Navy/McDonnell-Douglas-F-A-18C/2126927/L/&sid=cf4e295267f9bf4fa49ab9e6762c9a62

3. below speed (high AOA)
http://www.airliners.net/photo/USA---Navy/McDonnell-Douglas-F-A-18C/2168204/L/&sid=cf4e295267f9bf4fa49ab9e6762c9a62
http://www.navy.mil/view_image.asp?id=3855
http://www.navy.mil/view_image.asp?id=4016


And thanks pyro for the info from the NATOPS.  I think your idea is right about the scheduling, as it is pretty realistic from what you can see in real hornet.  I think the rudders of the rhinos don't have same kind of scheduling, as it looks always the same on short final.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 07, 2014, 05:45:14 pm
Thanks for the pictures Mace.

If you do the math (assuming TOE-IN/OUT proportionality is from 2 AOA through 11 AOA):

Given 2 degrees AOA, 30 degrees of Toe-IN, 11 degrees AOA, 15 degrees of Toe-OUT.

Simple linear relationship, y = mx + b where b = 30, m = -45/9 = -5, and then you can plug on speed AOA (8.1) in for x and solve for y.

y = (-5) x (8.1) + 30 => y = -40.5 + 30 => y = -10.5

So according to this, at on-speed AOA, you would see 10.5 degrees of toe-OUT, which is not supported by the pictures, and just sounds wrong.

I'm definitely missing something here, and it definitely has something to do with this:
Quote
decreases proportionally through 0 - 15 degrees toe-out at 11 degrees AOA

From the NATOPS reading I just can't extrapolate at what AOA you would have ZERO degrees of toe.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 07, 2014, 06:09:52 pm
Quote
I think the rudders of the rhinos don't have same kind of scheduling, as it looks always the same on short final

Yes and no.  Rhino rudder toe scheduling is much simpler than the Hornet.

F-18E/F NATOPS Excerpt:


Quote
Rudder toe-in is used to improve longitudinal stability and to aid aircraft rotation during takeoff or bolter.  Rudder toe-in is a function of AOA.  At 0 degrees AOA or with WonW, the rudders are toed-in 40 degrees. Rudder toe-in decreases linearly to 0 degrees of toe at 12 degrees AOA.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 07, 2014, 07:07:40 pm
DOH!

The math on that was really bothering me since it came up with such a weird value so I've just been thinking about it and it finally hit me!

The y-intercept isn't 30!  The y-intercept would be where there was 0 AOA, and I just simply plugged in the 30, but that's at 2 AOA.  The ACTUAL y-intercept is 40.  Here's the rework:

y = (-5) x (8.1) + 40 => y = -40.5 + 40 => y = -0.5

So at 8.1 AOA you SHOULD see a toe-OUT of .5 degrees.  This is MUCH better, and is definitely more consistent with the photos Mace posted.  I feel slightly stupid now...but I'm glad I figured it out.
Title: Re: New FSXBA Hornet
Post by: Snake on February 07, 2014, 09:05:43 pm
Thanks for welcoming me aboard Pyro, it's great to see people are still flying FSX. You guys have breathed new life into the sim and I thank all of you for your efforts. This new legacy hornet when it's done will be the best aircraft in the entire FSX hangar IMO. I see some of you guys are stationed at Oceana which is not far from my house. I grew up in the tidewater area so I have seen it go from the F-4, F-14 AND F-18. Jimi you may remember me when I used to fly occasionally with you guys, Snake762. You were in California back then. I hope to meet some of you local guys sometime at the Airshow in Sept. Enough of that, here is some video i posted today of the Hornet in action. I hope you enjoy.

YCdIQ&feature=c4-overview
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 08, 2014, 01:19:03 am
To those I have not met before, welcome and thanks for the input.  Some of these things I'm pretty sure I can do, others unfortunately are probably not going to happen, due to either my lack of programming ability, or inaccess to alter certain files such as the 3D models.  Other problem I am having, is some of the restraints that are contained within FSX/P3D.  

FLAPS

Some of the issues with flaps might/can be remedied by programs such as FSUIPC, but I don't know how to program that yet.  Will have to start digging into that get things like flaps to work properly.  The way FSX works now, I have a maximum of 10 different flap setting that I can use and I can't control them separately unless I use the default autoflap programming.  So because of this, I will not be able to put things like leading, trailing, and rudders to work on different schedules.  Per NATOPS, the leading and trailing edge flaps work on different schedules.  While the leading edge flaps continue to deploy as AOA increase, the trailing edge flaps deployment schedule looks more like a plateau, i.e. they start to retract after exceeding a certain AOA.  That is in-part the problem that you are seeing with the flap deployment discrepancies.  Although not perfectly aligned with the hornet, the default FSXA autoflap system has a linear flap deployment schedule, much like what is needed for the leading edge flaps.  For the trailing edge flaps, I used my own XML coding to create the plateau schedule.  With only 10 positions to work with, three of them already taken for flaps up (0 degrees), flaps half (30 degrees) and flaps landing (45 degrees), leaving me with only 7 remaining flap positions to use for auto-flaps.

RUDDER TOE IN/OUT
I would need to decompile the 3D model in order to tag the rudders to act as a sort of flaps as well.  Might be able to due it as flaps, but I doubt the sim would account for the lift/pitch component.  Actually, I might be able to rig something basic....when I get a break from work, I will give it a shot.  If all works the way I think i could, we will get both the visual effect and aerodynamic effect.  Worst case, just the aerodynamic effect.  But we'll see.

ADDITIONAL DROP TANKS
Adding 2 additional drop tanks again is outside of my purview.  I can't do 3D modeling.  I wish I could, but I can't.

THROTTLE/THRUST SPIKE
I will take a look at the throttle issue.  Still trying to find info on thrust output of the f404s while at idle.  From there, I can build some thrust curves and map to the jet.  Same thing goes for the Afterburner.

UV MAPPING

UV mapping is another one of those 3D modeling things...Sorry...

P.S.
Yes Snake I remember you man!  Hope all is going well.  Awesome video yes, hopefully we can meet up at this year's airshow.
Thanks again for the inputs, research and the compliments!  Keep em' comin!
Title: Re: New FSXBA Hornet
Post by: Wingnut172N on February 08, 2014, 01:51:22 am
Sorry guys, flying got busy towards the end of the week, so I wasn't able to check this as often as I'd like.

Rudder toe-in on the Rhino is dead simple.  WoW or at 0 AOA the rudders are toed in 40 degrees, at 12 AOA they are faired.  In between the relationship is linear.  There is no rudder toe-out normally in the Rhino.  Visual inspection shows noticeable toe-in on the Rhino during approach, less so in the Legendary. 
Title: Re: New FSXBA Hornet
Post by: mace on February 08, 2014, 04:00:43 am
Hi,

Jimi, understood about the restrictions you have, thanks for detailed explanation.  If someone could modify the 3D model, are we allowed to change anything?  I remember this model is owned by Madcatz at first point, and if so, there's no chance to make any kind of modifications to the model right?  Well, the model is extremely detailed as a freeware and I really love it, though I still have some wishes.

Pyro, thanks for giving a math.
Actually I didn't do any caltulation but had an image like this, which is almost the same thing.

 AOA    toe-in
  11  --  -15
        |
       1/3
        |
  8.1 ---   0 ( which was -0.5 actually)
        |
       2/3
        |
   2  ---- 30

I think linear relationship is the answer.
You can see this if you have a video of hornets right after the cat shot,
as the airplane gain its lift by raising its nose (gain AOA).
Sorry I can't find one, but I can tell that the rudders moved gradually from toe-in to toe-out smoothly.
You might see its function on short final when there's a wind shear or gust.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 09, 2014, 10:06:21 pm
Everyone,

This is an update of what I have SO FAR for 9 Feb 2014.  Not as much progress on this one as in last weeks.  Pretty busy work week this week for me.  Just sent a letter to Madcatz to see if we can get permission to alter the model.

Things to fixed from FSXBA2014.2 to FSXBA2014.3 model:
-Throttle Response.  (Adjusted the low end RPM handling to hopefully eliminate the "spike" at around 71% N2) (adjusted Afterburner Output.  Still in progress though).
-Over G Warning (fixed)
-Inverted Pitch Autotrim (fixed)
-ATC malfunctioning/issues (fixed, reprogrammed to the AUTOPILOT FLIGHT DIRECTOR ACTIVE button to activate/deactivate)
-Up and Away AOB based Autorudder strengthened (fixed)
-Nose Wheel Caster (fixed, reassigned to 75 degree caster)

Known Flaw:
-Afterburner at high altitude.

Thanks again and looking forward to your feedback!

Link: http://fsxblueangels.com/Downloads/FA-18C_FSXBA2014.3.zip (Updated 9 Feb 2014)
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 10, 2014, 06:19:58 pm
Jimi,

First off I wanted to say thanks for continuously trying to improve the jet in all aspects.  Secondly, I wanted to make sure that you know that I am in no way criticizing the work you have accomplished thus far on the jet, and in providing my feedback I am in no way trying to be an ass. ::)

Now let's get down to business.

1) I try to fly the same routine each time I test the releases so as to have a base from which to really notice the changes. Flight dynamics in the low speed regime seem to have changed very significantly with this release.  I am able to pull a LOT more at low speed than before, leading to being able to perform the "cobra" maneuver, and even flying backwards for extended periods of time if done with full burner and lighter gross weights.

2) Flight with high AOB seems better, but it still feel like the nose drops a little too slowly compared to the 2012 variant and the VRS.  But, having never flown the Hornet or a Hornet sim (as you have) I will trust your judgement.

3) Inverted flight is improved, but still not quite right.  Once Inverted the jet maintained roughly -0.7G in all of my inverted tests.

4) I'm still having some issues with the ATC.  What exactly is the "AUTOPILOT FLIGHT DIRECTOR ACTIVE button?"  I assumed it was the Flight Director toggle command (CTRL+F by default), but I got no ATC in UA or PA.  Default FSX autothrottle (CTRL+R) by default still engages the FSX version of autothrottle, and it appears the "ATC" indication in the HUD is still linked to this key command.

5) When in PA mode I no longer get the trimmed AoA indication on the right of the HUD, and the jet has some serious nose down tendency on approach.  So much so that I wasn't able able to fly any successful passes during a small FCLP session.  Based off of the changelog you provided I'm not sure what could be causing this.

6) Somehow I got MUCH improved frame rates.  Again, given the change log I don't see why they would go up, but I also didn't make any changes to my hardware/software.  Guess my PC was just having a good day  :D

7) Given that the jet has a higher packet count for some reason, and given the fact that the jet is the FSX Blue Angels jet for 2014, perhaps consideration could be given to increase the packet count at which the FSX Blue Angels FS Open server automatically kicks aircraft.  I have noticed several people getting kicked from the FSXBA server while trying to fly it.  Seems like an oxymoron  :P

Thanks again for continuing the work on the jet!
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 10, 2014, 06:50:30 pm
Pyro,

I know you are striving for a better product like the rest of us.  No offenses taken.  My gratitude is given.

With that being said....
Some of your inputs makes sense as I have may have changed certain variables.  Others, unfortunately, I have no clue why there would be a difference.

Great example is your first input....  I haven't changed any of pitch properties
Quote
1) I try to fly the same routine each time I test the releases so as to have a base from which to really notice the changes. Flight dynamics in the low speed regime seem to have changed very significantly with this release.  I am able to pull a LOT more at low speed than before, leading to being able to perform the "cobra" maneuver, and even flying backwards for extended periods of time if done with full burner and lighter gross weights.
-I MIGHT have an idea on this one.  Might have to do with the flaps as I added a pitch element to them while trying to figure out the rudder/AOA issue.  After finishing my research, I though I nulled any of those changes, but I might have missed something.  I will go back and check once I get home.

Quote
2) Flight with high AOB seems better, but it still feel like the nose drops a little too slowly compared to the 2012 variant and the VRS.  But, having never flown the Hornet or a Hornet sim (as you have) I will trust your judgement.
-This is purposefully designed for formation aerobatics.  Please provide me with your Skype info (if you have Skype).  We'll talk and I'll give you another type of autorudder.  Be great if you can test this out for me prior to the next release.

Quote
3) Inverted flight is improved, but still not quite right.  Once Inverted the jet maintained roughly -0.7G in all of my inverted tests.
-Went through my coding...I couldn't find any AOB restrictions in regards to the Pitch Autotrim System.  I will take another look at this when I get home.

Quote
4) I'm still having some issues with the ATC.  What exactly is the "AUTOPILOT FLIGHT DIRECTOR ACTIVE button?"  I assumed it was the Flight Director toggle command (CTRL+F by default), but I got no ATC in UA or PA.  Default FSX autothrottle (CTRL+R) by default still engages the FSX version of autothrottle, and it appears the "ATC" indication in the HUD is still linked to this key command.
-Odd...worked on my end...  I'll take another look.

Quote
5) When in PA mode I no longer get the trimmed AoA indication on the right of the HUD, and the jet has some serious nose down tendency on approach.  So much so that I wasn't able able to fly any successful passes during a small FCLP session.  Based off of the changelog you provided I'm not sure what could be causing this.
-I took it out.  Since I can quite figure out how to actively allow the pilot to program Autotrim to hold AOA, removed it to avoid confusion.  I've tested a few variations on "close enough" systems.  Maybe we can discuss later.

Quote
-6) Somehow I got MUCH improved frame rates.  Again, given the change log I don't see why they would go up, but I also didn't make any changes to my hardware/software.  Guess my PC was just having a good day  Cheesy
-No clue on this one.... But happy to hear.

Quote
7) Given that the jet has a higher packet count for some reason, and given the fact that the jet is the FSX Blue Angels jet for 2014, perhaps consideration could be given to increase the packet count at which the FSX Blue Angels FS Open server automatically kicks aircraft.  I have noticed several people getting kicked from the FSXBA server while trying to fly it.  Seems like an oxymoron  Tongue
-I will take a look at this when I get a chance.  Not quite sure what would cause a high packet count.  Can you tell me what the packet count is?  Is it over by a little or lot?  My initial hunches is that it has to do with either the effects, FCS, or the fact that the trim functions now also move control surfaces, which is passed over the net....might be causing some event flooding.  I will do some digging.

As usual, thanks for the input.

Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 10, 2014, 07:22:21 pm
Quote
Please provide me with your Skype info (if you have Skype).  We'll talk and I'll give you another type of autorudder.  Be great if you can test this out for me prior to the next release.

I don't have Skype since I'm webcam-less.  I have TeamSpeak however if that would work.

Quote
Can you tell me what the packet count is?

Average last 30 second count is usually in the mid-800 range with spikes to about 900. I've seen the average go as low as 700-ish.  Maybe a multiplayer version like the 2012 would be an easy solution.  That is within the bounds of my FSX knowledge so I'll whip up a quick MP variant tonight.  I think for starters I'll just remove all the major effects and the data gauge and see how packets look after that.
Title: Re: New FSXBA Hornet
Post by: ExNusquam on February 10, 2014, 08:15:16 pm
For the multiplayer packet issue, it might be due to the controller for the leading edge slats and trailing edge autoflaps. I know Metal2Mesh ran into a similar issue with their Mirage in earlier betas.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 11, 2014, 01:06:05 am
Quote
I don't have Skype since I'm webcam-less.  I have TeamSpeak however if that would work.
I don't have a webcam either.  Skype is great for many things, such as data/file transfer (which is why I asked), instant messaging, VOIP, and screen sharing.  All for free.  It's a great way for me to quickly send you updated files, talk/chat about it and even share my/your screen to show exactly what's going on.  I highly recommend it.
Quote
For the multiplayer packet issue, it might be due to the controller for the leading edge slats and trailing edge autoflaps. I know Metal2Mesh ran into a similar issue with their Mirage in earlier betas.
-You're absolutely right!  Flaps will cause a high packet count.  However, this bird is using the same logic as the 2012 variant.  The technique I used to mitigate packet flooding with the flaps involved slowing the flap deployment/retraction speed, slowing the gauge refresh rate, and creating "gaps" in AOA regions in which the flaps needs to raise or lower (i.e. instead of flaps lowering to 3 degrees at 2.5 - 4.5 degrees AOA, and then to 6 degrees from 4.5 - 6.6 degrees AOA, I set a 0.5 degree  buffer (2.5 - 4.0, 4.5 - 6.0, 6.5 - etc) so that they wouldn't continually bounce themselves back and forth while they are in the transition zone.  Hope that makes sense.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 11, 2014, 03:14:18 pm
Quote
Skype is great for many things, such as data/file transfer (which is why I asked), instant messaging, VOIP, and screen sharing.  All for free.  It's a great way for me to quickly send you updated files, talk/chat about it and even share my/your screen to show exactly what's going on.  I highly recommend it.

Sounds good, I'll get it installed sometime this week.

As for the MP...

I removed almost all of the effects and tested BOTH the regular and the no-effects version and here are the packet count results.

Test conditions - Lemoore NAS, Clear skies, Noon, started on active runway.  All values are the PEAK packet count.

After 30 seconds without touching ANYTHING:
Effects - 589
No Effects - 560

Half flaps and wipe controls:
Effects - 781
No Effects - 679

Full burner departure, rotate at 145 IAS, retract gear and flaps as soon as VSI goes positive:
Effects - 823
No Effects - 766

At 245 IAS, full aft stick into the vertical, held until departure conditions develop:
Effects - 817
No Effects - 769

CV approach to Lemoore, measured from Abeam to touchdown with full flaps and gear:
Effects - 889
No Effects - 851


That was all the testing I was able to do, and I don't plan to do any more since those tests were pretty conclusive - The effects just plain don't contribute that much to the overall packet count.  The highest packet counts were indeed during any LEF/TEF movement. 
Title: Re: New FSXBA Hornet
Post by: mace on February 12, 2014, 04:54:34 pm
Hi,

just reporting that I'm beginning repaint.
you know, basic things takes most part of the time.
I think I can show you what this will be this weekend :).
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 13, 2014, 01:41:06 am
Excellent!  Thanks for the packet info and can't wait to see the new texture!

Just got word back from MadCatz.
Quote
Per our agreement you are free to modify the 3D files for your project.
Title: Re: New FSXBA Hornet
Post by: Hanimichal on February 13, 2014, 02:02:44 am
 ;D

 (http://fsfiles.org/flightsimshotsv2/images/2014/02/12/GNLZ1.jpg)
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 13, 2014, 02:29:03 am
Very nice!
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on February 13, 2014, 03:45:16 am
Nice scheme! Looks as though the 'neptunuslex' websites have gone. This was written by Lex about the photo below (answering a question about such things):

LEX: “...the rudders toe-in 30 degrees for take-off, landings & bolters – it helps to push the tail down at slow speeds, & since we don’t use speedbrakes for landing, it might actually help you keep the power up on approach. On take-off, drag is not so much a factor: The catapult will see to it that you’ve got safe flying speed.”
Title: Re: New FSXBA Hornet
Post by: mace on February 13, 2014, 01:44:44 pm
Hi,


> Hanimichal
Great to see the NF300, the one from the yellow sox dragons.
I like that one :)
BTW, I can see the edge of the rudder not painted but the real one had it painted.

>Jimi
Thanks for confirmation, I'll ask my friend if he can do something though he haven't done anything for the FS before.
Title: Re: New FSXBA Hornet
Post by: Hanimichal on February 13, 2014, 05:52:22 pm
I have adjusted some detail and now is done

http://hanimichal.wix.com/myaddonsfsx
(http://fsfiles.org/flightsimshotsv2/images/2014/02/13/rlJ1h.jpg)
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 14, 2014, 12:09:10 am
OK Gents,

Just as an update, I adjusted a few things

-First I got rid of some of the extra flap positions for the ailerons and rudders.  Next I slowed the raise/lower speed of all flaps to slow the rate in which they move.

-I got rid of the pitching element that I recently gave to the flaps.  I think that what was causing the heavy nose.

-I dialed down pitch authority a bit a very low airspeeds.  This should hopefully fix some of the back flipping.

-I redesigned the rudder system to continuously null slip/skid during the entire flight regime.  You should definitely get accurate turn now.

In theory, this should help a bit.  Stuck on the ship tonight, will try tomorrow if I get the chance.

Since we have permission to modify, really looking for help changing a few things.  Let me know if you can help me out.
Title: Re: New FSXBA Hornet
Post by: Victory103 on February 14, 2014, 02:34:22 am
jimi,
Just 2 quick things, am I wasting my time trying to alias the VC and airfile to the CS Delta, or am I asking for trouble?

Way down the nice to have/fix list: Autopilot will exceed 100* angle of bank in both heading and couple modes.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 14, 2014, 03:50:08 am
Not sure how that works so I can't tell ya.  I will take a look at the AP.
Title: Re: New FSXBA Hornet
Post by: mace on February 16, 2014, 06:28:35 pm
Hi,

Here's the progress, but there's still lots to do.
The colour of the camo is different between the for and rear fuselage,
representing the newly painted colour and the weathered colour.
I'm planning to paint most of the repaints in weathered version.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 16, 2014, 06:54:34 pm
Nice!
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 16, 2014, 09:35:05 pm
Everyone,

This is an update of what I have SO FAR for 16 Feb 2014.  Pretty crazy week personally so not too much progress this week.

Things to fixed from FSXBA2014.3 to FSXBA2014.4 model:
-Throttle Response.  (Still working on it.  Working with AB output at low altitude.  Still have to adjust high altitude performance).
-Inverted Pitch Autotrim (worked on this a bit, but having troubles finding the variable that is disabling the system once the aircraft is inverted.  Still working on it though)
-ATC malfunctioning/issues (someone mentioned AOB problems with it, but haven't been able to replicate)
-Up and Away Autorudder redesigned (combination of AOB and active side correction)
-Tailhook in multiplayer should be visible on all 3D models.  (Thanks Essex)
-Exit 3 now fixed.  Should now be able to see ladder, chocks, and intake/exhaust covers upon activation

Known Flaw:
-Afterburner at high altitude.
-Autorudder at Powered Approach mode.  Can be a little jerky upon roll reversals.

Thanks again and looking forward to your feedback!

Link: http://fsxblueangels.com/Downloads/FA-18C_FSXBA2014.4.zip (Updated 16 Feb 2014)
Title: Re: New FSXBA Hornet
Post by: Snake on February 16, 2014, 10:21:21 pm
On takeoff roll the ac will not come off the ground until i reach 180kts, i'm almost using the entire runway.

Takeoff trim not disengaging after takeoff / when i manually disengage, the aircraft pitches up excessively and continues to be seeking a very nose high attitude. If i takeoff without it set the plane flies fine.

I am having to set the ab threshold to 83 (in ac config) because it engages right as i hit the stops for mil power. Getting into ab when i should be in mil pwr.


That's all i have for now, i will hit again later tonight . Thanks again for all your hard work and dedication Jimi.


Title: Re: New FSXBA Hornet
Post by: Dman on February 17, 2014, 02:50:32 am
just a quick observation... on the VFA-136 bird.. the pilots head sticks out the side of his helmet ( at least on my computer).. having never flown the real thing I cannot comment on the flight behavior..
Always looking forward to your improvements!!
Thanks again for putting your time into the legacy hornet..
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 17, 2014, 08:39:25 am
Quote
just a quick observation... on the VFA-136 bird.. the pilots head sticks out the side of his helmet ( at least on my computer).. having never flown the real thing I cannot comment on the flight behavior..
Always looking forward to your improvements!!
Thanks again for putting your time into the legacy hornet..

LOL Yeah, I noticed that too.  Must have came up when we were fixing the tailhook.  I'll work on getting that fixed.  Thanks for the compliments.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 17, 2014, 03:57:55 pm
OK, FINALLY got a chance to check out the packet situation with the jet.  As mentioned earlier, the packet count was through the roof!

The average packet count for the jet was about 816 per 30 seconds, or about 27 packets a second!  As a frame of reference, the Acceleration Hornet usually puts out about 120 packets every 30 seconds, or about 4 packets a second.

So I did some investigating.  With the jet just sitting on the runway, engines running, I disabled all of the effects.  The packet count went from 816 down to 149!  After going through each effect one by one, it turns out the Smoke and Heat Shimmer Gauges are the culprits.  The Smoke gauge causes a 532 packet increase, while the Heat Shimmer is responsible for a 135 packet increase (per 30 seconds).  All together this creates a 667 packet increase.  Add it to the average 149, you get....wait for it....816! 

So out of the 20 effects gauges that the jet has, the smoke and heat shimmer gauges are causing all of the trouble.  I will work of them this week to see if I can fix.
Title: Re: New FSXBA Hornet
Post by: Essex on February 17, 2014, 10:53:56 pm
The pilots face should be easy to fix, a bit weird though.
I'll work on it.
Title: Re: New FSXBA Hornet
Post by: strikeeagle345 on February 19, 2014, 03:57:53 am
I have notice that the Afterburner Effects rotate and move in the exhaust nozzles while turning/ rolling in any external view. I can post a video if you need to see it.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 19, 2014, 03:19:55 pm
Jimi here is all the feedback I have for you right now.  I can give you more detailed info on Skype tonight if you want.

- The instrument panel light knob behaves almost identical to the lights test switch and turns on most of the lights in the cockpit as well as the red flood.

- The FIRE TEST A/B switch no longer has any audio.

- There is still the spike at about 71% throttle position, but it is much improved.

-Overall thrust curve felt improved, maybe even a bit UNDERpowered now, but that's just my gut feeling not anything I've researched in NATOPS yet.  Overall I'm pretty satisfied with the thrust and acceleration as it stands now.  It was really easy to get underpowered behind the boat, which according Wingnut is accurate to the real Legacy.

- Nose drops low properly with AOB.  I directly compared the rates with the Superbug.  At 90 degrees AOB the FSXBA velocity vector dropped at about 3 degrees per second, with the rate increasing once the VV was below the horizon.  The Superbug VV falling through seemed a bit more dynamic, but it was nearly identical in FEEL.

- Turn rates are hugely improved, particularly in UA.  In PA they are also vastly improved, however with AOB less than 10 or 15 degrees (didn't actually look to see what the exact AOB was) the turn rate hits a sort of plateau and causes some difficulty rolling into the groove behind the boat.  It's hard to explain, so I can probably try to screen share tonight and show you, although I think the screen share frame rate will be too laggy to really see what I'm talking about.  We can give it a try and if it doesn't work I can whip up a quick video of the issue.

- Does the jet enter PA based off flap switch position or gear handle position?  Or both?  In the 2014.4 the jet remained in UA with gear down and flaps up.  I'll have a read through the NATOPS and see how that logic is implemented in the real jet.

I think that's it for now.  This new version is really fantastic and a HUGE improvement.  Can't wait to see what 2014.5 brings.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 19, 2014, 04:08:53 pm

Quote
-Overall thrust curve felt improved, maybe even a bit UNDERpowered now, but that's just my gut feeling not anything I've researched in NATOPS yet.  Overall I'm pretty satisfied with the thrust and acceleration as it stands now.  It was really easy to get underpowered behind the boat, which according Wingnut is accurate to the real Legacy.
I'm trusting the numbers on this one.  I adjusted the burners to put out about 16K lbs of thrust and about 11K in MIL.  The weight values are correct, and the drag values were based on the Ave Joe's numbers of how fast the jet should fly and accelerate based on his flight conditions.  Flap drag was adjusted based on the required N2 RPM required for On-Speed Approaches.  Only thing left is induced drag.  Still trying to mach that one based on Cornering Speeds and the input about the 360 to 280 in about 90 degrees during the Break.  Thrust curves at altitude (36K) and above Mach 1.0 are still being worked on.

Quote
-There is still the spike at about 71% throttle position, but it is much improved.
Still looking for thrust data of the F404s at idle.  Once I get that, I can readjust.

Quote
- Does the jet enter PA based off flap switch position or gear handle position?  Or both?  In the 2014.4 the jet remained in UA with gear down and flaps up.  I'll have a read through the NATOPS and see how that logic is implemented in the real jet.
If I remember correctly, the jet enters PA mode based off of flap position, and deactivating automatically above 240 KIAS or something like that.  Unfortunately my coding experience doesn't allow me to create the coding needed to nest the different flap modes underneath three primary switch positions.  The way it is coded now, I am using 9 different flaps positions.  One for UP, one, for HALF, one for FULL, and six other positions for maneuvering flaps.  Because I don't quite know how to separate the FLAP movement from the FLAP HANDLE movement, the maneuvering flaps will always relocate the flap handle to a non-desirable position (i.e. a non auto-flap position) once the are enabled, thus deactivating themselves after a short period of time.  So for now, I am using the landing gear status as the primary variable in which to activate or deactivate auto flaps.  I am working with Essex as of now, to see if we can make a few LVARs for the flaps switch to fix this in the future.  We'll see.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 20, 2014, 03:01:19 pm
Everyone,

This is an update of what I have SO FAR for 20 Feb 2014.  I will have to head out of town for the weekend so I am releasing what I have now.

Things to fixed from FSXBA2014.3 to FSXBA2014.4 model:
-Wing visible in multiplayer, in A-A mode only
-Takeoff Trim (hopefully, haven't had a chance to fully test)
-Thrust/Drag curves near Mach
-High Packet Count in Multiplayer (I have disabled smoke and heat shimmer for now until I can fix these two gauges)
-Re-added the Aerial Refueling and Carrier Trap gauges
-Disabled the Over G warning

Known Flaws:
-Afterburner at high altitude.
-Autorudder at Powered Approach mode.  Can be a little jerky upon roll reversals.
-Pilot's head showing up through helmet
-Various Audio warning malfunctions

Thanks again and looking forward to your feedback!

Link: http://fsxblueangels.com/Downloads/FA-18C_FSXBA2014.5.zip (Updated 20 Feb 2014)
Title: Re: New FSXBA Hornet
Post by: ExNusquam on February 20, 2014, 06:03:52 pm
Some feedback:
-At least in the 25-26k range, the jet can break mach 1 without burner. The existing performance envelopes from the NATOPS show that a DI 14.0 bird should come in at just under mach 1. I assume that for our purposes, the FM is supposed to be a clean bird (DI 6.0), so it should only barely be able to eek out mach 1 in level flight or in a shallow dive, not exceed it. It's not over by much, but it's an important performance benchmark.

-Trim resets with even slight elevator stick movement. This means that in certain conditions, making minor changes in pitch or altitude can be a hassle. A slight nudge of the stick generates the pitch rate for a minor change in altitude, however the trim is then reset to 0.0, leading to a very slight pushover. The trim then kicks back in, usually stabilizing the aircraft at 1 G in a gentle dive. I feel like the best option here is to have the trim not reset when the stick is moved. This would mean that for the starting condition, centered stick would be 1 G flight, and any displacement from center would result in a Nz different from 1.0. If my interpretation of the NATOPs is accurate, this should be the case as long as AoA is below 22°.
Title: Re: New FSXBA Hornet
Post by: Woogey on February 21, 2014, 12:22:12 pm
Would it be possible to stuff Dino's newly developed MFD's into the dash of this bird?  They should be the same units in real life, I would think?  -Woog
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 21, 2014, 01:36:47 pm
Already talking with Dino.

Joe, don't have the time right now but I will provide a lengthy  explanation in a little while.
Title: Re: New FSXBA Hornet
Post by: zsoltquack on February 21, 2014, 03:33:19 pm
The pilots how to remove it?
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 22, 2014, 03:04:43 am
Just curious here, why is there such a desire to get rid of the pilot?
Title: Re: New FSXBA Hornet
Post by: zsoltquack on February 22, 2014, 06:35:38 am
Just curious here, why is there such a desire to get rid of the pilot?

Because the are displayed,chocks, blankets, RBF tapes, and look strange that the pilot did not

 ???
Title: Re: New FSXBA Hornet
Post by: zsoltquack on February 22, 2014, 06:36:13 am
yes

And how?
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 23, 2014, 12:38:55 am
Ok. We'll see what we can do.
Title: Re: New FSXBA Hornet
Post by: Hanimichal on February 25, 2014, 01:32:59 am
hi

I has downloaded 4x  the v5 and is corrupted all time
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 25, 2014, 02:24:23 am
Try this:

https://drive.google.com/file/d/0B3So3WwTLPRZd0k4cmU5N21wWEE/edit?usp=sharing
Title: Re: New FSXBA Hornet
Post by: Hanimichal on February 25, 2014, 03:08:22 am
Try this:

https://drive.google.com/file/d/0B3So3WwTLPRZd0k4cmU5N21wWEE/edit?usp=sharing

This working good, many thanks
Title: Re: New FSXBA Hornet
Post by: zsoltquack on February 25, 2014, 06:37:56 am
There is no change!  >:(

(http://i.imgur.com/Q9vNL7T.jpg)

Strange, but the helmet disappear

 ???
Title: Re: New FSXBA Hornet
Post by: Orion on February 25, 2014, 07:24:26 am
The Google Drive link is the same version posted last week Thursday.  Just an alternate download.
Title: Re: New FSXBA Hornet
Post by: zsoltquack on February 25, 2014, 07:59:21 am
Ahhh...

(http://i.imgur.com/4DMXtEF.jpg)
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 26, 2014, 04:39:30 am
nice textures!
Title: Re: New FSXBA Hornet
Post by: Dman on February 26, 2014, 04:52:24 am
If there are request taken.. A dirty VFA-106 would be cool addition at Oceanna
Title: Re: New FSXBA Hornet
Post by: Ghost101 on February 26, 2014, 12:34:36 pm
Hello fellow F/A-18 lovers,
Jimi if I may your doing a incredible job of this F/A-18... Love every bit of it.. I am looking forward to the future of it. There is a question, will there be any chance just to have 2 wing tanks! :) Just asking.  

P.s will there be any RAAF textures for the future? for us fellow aussie peeps! :)
Title: Re: New FSXBA Hornet
Post by: Josh109 on February 26, 2014, 12:51:07 pm
is this going to have TACPACK compatible?
Title: Re: New FSXBA Hornet
Post by: Essex on February 27, 2014, 12:31:16 am
It seems that ModelConverterX is not importing the animation of the pilot (but the helmet works fine). Reason, unknown at present.

For those interested.
http://www.fsdeveloper.com/forum/threads/skin-and-bone-animation.429274/
Title: Re: New FSXBA Hornet
Post by: mace on March 02, 2014, 06:03:01 pm
not a big progress here, but I'm still trying repaint.
this bird is hard to draw a straight line.
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 03, 2014, 03:49:16 am
Everyone,

This is an update of what I have SO FAR for 2 Mar 2014.  Not too much progress this week.

Things to fixed from FSXBA2014.5 to FSXBA2014.6 model:
-Reworked Auto-Rudder System.  Better handling at low speeds
-Thrust/Drag curves for military/afterburner.  Still working on handling at altitude
-Starting to update cockpit textures.
-Added weapons station weights in payload area
-Adjusted Mach drag scale

Known Flaws:
-Afterburner at high altitude.
-Pilot's head showing up through helmet
-Various Audio warning malfunctions
-Keeps registering crash during catapult launches (TACPACK)
-RPM sticks during high altitude/ high Mach flight

Thanks again and looking forward to your feedback!

Link: https://drive.google.com/file/d/0B3So3WwTLPRZZHlWbkR2WUYwZUE/edit?usp=sharing (Updated 2 Mar 2014)
Title: Re: New FSXBA Hornet
Post by: zsoltquack on March 03, 2014, 02:34:42 pm
The pilot also disappear?

 ???
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 03, 2014, 08:31:34 pm
The pilot also disappear?

 ???

Shouldn't have.  Not unless you ejected him?
Title: Re: New FSXBA Hornet
Post by: flyerkg on March 04, 2014, 02:59:29 am
I have unselected "Detect terrain collision" in TacPack Configuration Manager to avoid being blasted into orbit and re-spawning with full fuel tanks some 1000s of feet way above pattern altitude every time I make contact with the flight deck.

I can't live without my Hornets or Carrier ops.

Keith
Title: Re: New FSXBA Hornet
Post by: Sundog on March 05, 2014, 01:10:04 am
The pilot also disappear?

 ???

Shouldn't have.  Not unless you ejected him?

He means when you turn on the parking brake, so that there isn't a pilot showing when the plane is cold and dark.

Also, on a separate note, when I engage the autopilot, auto throttle automatically engages and I can only disable it by reloading the plane. Is that a bug, or is there something on the up front control panel under the HUD I'm missing?

Thanks.
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 05, 2014, 03:04:05 am
ATC should not automatically engage. I'll have to check that out. I think I set atc to engage/disengage with the flight director arm/disarm function.
Title: Re: New FSXBA Hornet
Post by: Dman on March 09, 2014, 03:00:26 pm
I had something like his happen to me.. I was programming my new X-55 stick.. While flying around.. I noticed I couldn't slow down.. Tried kicking off the autopilot, but the throttles were fire walled. I'm sure it was a key command that was being commanded by the stick.
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 09, 2014, 05:55:22 pm
I had something like his happen to me.. I was programming my new X-55 stick.. While flying around.. I noticed I couldn't slow down.. Tried kicking off the autopilot, but the throttles were fire walled. I'm sure it was a key command that was being commanded by the stick.

Looks like i will have to reprogram the ATC to something else.  Trying to find something to assign it to that would be sorta intuitive (some type of autopilot function).  I'll keep working it.
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 09, 2014, 06:08:22 pm
Hello everyone,

There has been minimal progress this week, so I will not be releasing an update this week.As flight tuning is starting to plateau, I am starting to look at the other things such as textures (cockpit textures as of now) and effects, such as lighting.  Still working closely with Essex to find a work-around for the pilot issue to fix the head issue and to remove the pilot altogether under certain conditions.
Title: Re: New FSXBA Hornet
Post by: Snake on March 09, 2014, 10:13:03 pm
 
 Things i have noticed in v6:

  when i roll to inverted flight  the rudders engage and the plane starts to yaw.

  bank left or right the plane starts losing a lot of speed.

  with takeoff trim set, the plane will not lift off the ground, i have to give a lot of back pressure on the stick. if i  don't do anything the plane will roll off the end of rwy.

 Maybe i am doing something wrong i'm not sure.

I have not seen anyone post anything about these issues so and i am not trying to be critical just pointing out what i experience. I am flying v3 which does have its issues but it is more flyable to me.

                  CG
Title: Re: New FSXBA Hornet
Post by: Wingnut172N on March 09, 2014, 10:57:54 pm
The Hornet should almost fly itself off the ground by rotation airspeed (~155).  The Rhino requires a positive rotation to get airborne at it's NWLO speed.
Title: Re: New FSXBA Hornet
Post by: Snake on March 09, 2014, 11:03:55 pm
Yeah that's what i thought but @155kts i'm still rolling down the rwy no lift, it will go to the end of the rwy if i let it.
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 10, 2014, 12:49:34 am
I'm pretty sure I will still have to adjust it, but If I remember correctly with this model, I added weapons stations to the jet and added weights to the stations cognizant of what is seen on the air/air version.  That weight might be the cause of the extra aft stick required to get the jet airborne.
Title: Re: New FSXBA Hornet
Post by: Dman on March 18, 2014, 07:25:57 pm
It's been a bit quiet lately...any new stuff?
Title: Re: New FSXBA Hornet
Post by: Woogey on March 18, 2014, 07:50:50 pm
A small thing I have noticed, is the Sound cone when on the ground seems to be backwards.  When looking at the nose you get Roaring Exhaust noise. Looking at the tail, you get a muffled air rushing turbine whine.  How deep, system wise will you guys be going?  -Woog
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 18, 2014, 11:23:51 pm
Hey all.  My apologies, but no updates this week as well.  Kinda hit a wall as far as significant progress goes.  But we are still working.  I'll look into the shock cone sound effects.  In terms of systems, our depth of systems is directly proportional to our coding abilities and access to information.  I do not have the expertise to do avionics programming.  If you know someone who does and wants to help, by all means, please send them our way.  I look forward to working with them.
Title: Re: New FSXBA Hornet
Post by: Woogey on March 21, 2014, 08:08:44 pm
Hey Jimi, I just touched on this elsewhere, But what if you were able to incorporate Dino Cattaneo's new Avionics set from his most recent F-14D update?  For freeware this might be a route worth checking into.  Otherwise you might give Ron over at Razbam a shout.  The Radar that is in their AV-8B plus, came out of a Legacy Hornet, and they roughly carry the same weapons loadout.  They may bill willing to lend a little help.........? 
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 26, 2014, 02:19:26 pm
Woogey,

IRT Dino's software, I had a brief chat with him.  He has no problems with embedding some of the displays, but he's not quite willing or able to share all that is needed to make the aircraft TACPAC enabled, such as the HUD coding, etc.  That would be the only reason I would see putting anything from the F-14 into the F/A-18.  Meanwhile, I will check out the RAZBAM Harrier...

Other than that, I am working on the following:
-Throttle/Thrust tweaking
-Merging all variants into standard layout (you can select them via standard aircraft selection menu)
-Minor tweaks and fixes (i.e. take off trim, effects, textures, etc)
Title: Re: New FSXBA Hornet
Post by: jimi08 on April 01, 2014, 12:16:22 am
Everyone,

This is an update of what I have SO FAR for 31 Mar 2014.  The following has changed.

Things to fixed from FSXBA2014.6 to FSXBA2014.8 model:
-Reworked Auto-Rudder System again to better blend Rolling rudder trim with Angle of Bank commanded rudder trim.  Manual rudder inputs and auto rudder inputs also blended.
-Thrust/Drag curves done for now.
-Fixed Takeoff trim disengage problem
-Re-assigned ATC to auto-throttle arm function so it doesn't automatically engage when turning on autopilot
-Different weapon configurations now broken out into selectable aircraft from the aircraft menu (no more manually changing model files)
-Blue Angels and Fleet jets now in separate packages.  Individual Blue Angels textures now included.
-Fleet smoke now replaced with flare effect

Also included a few D models in there.  No, they do not have finished rear cockpits and please don't expect one anytime soon.

Thanks again and looking forward to your feedback!

FSXBA Blue Angels Variant Link: https://drive.google.com/file/d/0B3So3WwTLPRZd1M1QzhZdFNGUEE/edit?usp=sharing (Updated 31 Mar 2014)
FSXBA Fleet Variant Link: https://drive.google.com/file/d/0B3So3WwTLPRZVG1YXzhKTHdzMHM/edit?usp=sharing (Updated 31 Mar 2014)
Title: Re: New FSXBA Hornet
Post by: ExNusquam on April 01, 2014, 05:05:19 am
Some things I found:

Also, with the blended rudder, I don't feel like there's enough yaw authority at high angles of attack. Anecdotal evidence implies that the Hornet can pull off impressive yaw rates at high AoA, to the point of departure.

An update the the cockpit night lighting would be most appreciated, as the current panel lights act like a light test function, illuminating all indications, leaving the aircraft's actual state ambiguous.

Overall, I like it. Nice upgrade.
Title: Re: New FSXBA Hornet
Post by: murthy on April 01, 2014, 02:54:09 pm
  thank you jimi!  
 some issues: after this update, afterburners dont work seperately with my g940.                    
                     D models cockpit seats and canopy glass is blue with dx10.
spin behaviours are still same,aircraft flies backwards after attempting spin
Title: Re: New FSXBA Hornet
Post by: strikeeagle345 on April 03, 2014, 04:59:28 am
Nice work!

The sound cone is still backwards. When looking at the front of the aircraft you can hear the exhaust. When looking at the exhaust nozzles you hear the intakes. Need to flip the sound Cone 180 degrees.
Title: Re: New FSXBA Hornet
Post by: Schroder on April 03, 2014, 06:36:53 pm
A little late to the game, but what a great model!

Are the pitch autotrim controls the same as the FSBA hornet? I have no problem arming the pitch autotrim in the FSBA hornet via the pitot heat switch, but it does not work in my new installed version of this bird (31MAR version .8)
Title: Re: New FSXBA Hornet
Post by: Dman on April 24, 2014, 05:24:13 am
Any updates or to do list on the legacy?
Title: Re: New FSXBA Hornet
Post by: jimi08 on April 25, 2014, 05:04:12 am
No sorry man.  I've been crazy busy as of late.  Hopefully I will have something out soon.
Title: Re: New FSXBA Hornet
Post by: GOONIE on April 25, 2014, 06:32:02 pm
kind of off topic, but related to the Blues Angles. unfortunately bad news...

http://hrana.org/news/2014/04/complaint-blue-angels-leader-tolerated-harassment/

CAPT
Title: Re: New FSXBA Hornet
Post by: Dman on April 29, 2014, 05:11:08 pm
This one has stumped me.. I added a VMFA-314 texture to the C.. EVERYTIME I fly this particular texture.. I get no sound at all... all other paints and models work fine.. any ideas???
Title: Re: New FSXBA Hornet
Post by: Paddles on April 30, 2014, 12:19:39 pm
Most likely this particular texture's specs have the sound parameter is set to a folder that doesn't exist. Just clear it, i.e. leave the parameter as 'sound=' and reload the plane.
Title: Re: New FSXBA Hornet
Post by: Dman on April 30, 2014, 06:45:59 pm
Ok.. I'll check into it...
Title: Re: R: New FSXBA Hornet
Post by: dreaminsight on May 08, 2014, 07:47:30 am
Ok where to download it? has it also pylons? ???
Title: Re: R: New FSXBA Hornet
Post by: dreaminsight on May 09, 2014, 07:39:11 am
Yess! this is a beautiful aircraft! i have downloaded it and currently i am working on a repaint of the swiss air force! but why the D-model (the freeware contained in the FSXBA 2014 hornet, the pilots and a part of the aircraft are blue? exist a fix?)
thx and cheers:D
Title: Re: New FSXBA Hornet
Post by: expat on May 09, 2014, 01:51:29 pm
Impressive work.  First flight made to good passes/traps but all seat of the pants.  Would like to fly by the book but auto-trim thingy is keeping me guessing as are other flight controls and features including autopilot and navigation functions.

Is there a manual?
Title: Re: New FSXBA Hornet
Post by: expat on May 09, 2014, 04:09:12 pm
OK, found in the old Blue Angels d/l a July 2012 manual v12.3.   Assume that's the most recent and further updates in this thread?
Title: Re: R: New FSXBA Hornet
Post by: dreaminsight on May 14, 2014, 06:46:46 pm
Hey, it's possible to implement A/G-mode to shoot e.g the gbu bombs? if yes are contained visual effects (so we first see the bomb on the pylon, then we see the dropping of the bomb, the bomb is not more on the pylon and then we see the destruction effect) is it possible? please make that!:P
Title: Re: New FSXBA Hornet
Post by: Letourn on May 31, 2014, 11:17:36 pm
I finally got time to install and fly the 2014 version.

Really nice

thanks Jimi and Jamal!

Title: Re: New FSXBA Hornet
Post by: Dman on June 05, 2014, 03:39:00 pm
This thread has been awfully quiet...
Title: Re: New FSXBA Hornet
Post by: jimi08 on June 10, 2014, 02:51:32 am
Hey Dman,
Yes, my apologies.  Lot's of stuff going on in my personal life at the moment.  Recently joined back with the FSX Blues, so a lot of sim time has been spent working with them vs. modding and development.  Plus, I have kinda hit a stagnant point in terms of what I can do and what needs to be done.
Title: Re: New FSXBA Hornet
Post by: Jax on June 10, 2014, 07:20:11 pm
Hello All, I am new here and wanted to say Hi to all at FSDT and forum members as well. I am a Capt. over at Marine Air Virtual/VFC-13 Squadron and been flying the default FA-18 for over 5 yrs or so, looking forward to test the new 2014 FSDT Hornet. Thank you for the giving us the chance to fly it and to learn more about this new Bird. Thank you and be safe out there.


Title: Re: R: New FSXBA Hornet
Post by: dreaminsight on June 17, 2014, 03:52:38 pm
Hey Switch, what aircraft do you fly on the reality? The real F/A-18C or D?
Title: Re: R: New FSXBA Hornet
Post by: Jax on June 22, 2014, 04:10:00 am
Hey Switch, what aircraft do you fly on the reality? The real F/A-18C or D?
Hey, whats up?? I fly the F/A-18D.
Title: Re: R: New FSXBA Hornet
Post by: dreaminsight on June 23, 2014, 10:18:56 am
Wow! That's amazing! i am Swiss and my dreamjob's to became pilot on the swiss air force (we also have C and D hornets).... on 2 weeks i am all days free of engagements and i can fly online! please PM me! i were honored to fly with you;D
Title: Re: New FSXBA Hornet
Post by: murthy on June 26, 2014, 04:29:03 pm
 did anyone heard rumors about that project will be payware?
:(
Title: Re: New FSXBA Hornet
Post by: Orion on June 26, 2014, 06:46:47 pm
Jamal (the person who originally developed the 3D model) is making a new Hornet that will be payware. As far as I know, the version released by the FSX Blue Angels (originally released by Madcatz in Combat Pilot) will continue to be freeware.
Title: Re: New FSXBA Hornet
Post by: Panic on July 01, 2014, 01:21:31 am
Hey jimi love this bird, she is absolutely wonderful! A worthy competitor of the VRS just as freeware. I was wondering if there was anyway that the red light in the cockpit could be changed to a green color as is used on many of the current Hornets?


Panic
Title: Re: New FSXBA Hornet
Post by: Panic on July 01, 2014, 02:06:27 am
Anyone think that you could use the Default F-18's Paintkit to repaint this lovely bird?
Title: Re: New FSXBA Hornet
Post by: JesterBoy on July 01, 2014, 03:30:19 am
Anyone think that you could use the Default F-18's Paintkit to repaint this lovely bird?

Hi Panic, I think you will find that the Default Hornet and the FSXBA Hornet are independent of each other with completely different UVW maps... So it would be impossible to apply or use the Default Paint-kit.  :)

Jesterboy
Title: Re: New FSXBA Hornet
Post by: JesterBoy on July 01, 2014, 03:59:23 am
Hi Guys,

I thought I would share some pictures of an early work in progress... I have personally decided to recreate the Blue Angels repaint due to a few errors and lack of detail included with the original :)
This new repaint features new diffuse, specular and bump maps and will act as a base for other paint schemes to be created off.

Cheers
Jesterboy
Title: Re: New FSXBA Hornet
Post by: Panic on July 01, 2014, 05:35:21 am
Look good Jester, I will be nice to have a base scheme to be able to paint off of!  :)
Thanks for the important info on the Paint Kit.

Panic
Title: Re: New FSXBA Hornet
Post by: Victory103 on July 02, 2014, 08:47:09 am
Nice job Jesterboy, even the mirrored visor! Based on the helmet to canopy distance, I'm guessing the pilot is in the 6'5" range.
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 03, 2014, 12:02:34 am
Very nice stuff guys.  I am still working on this bird, but have to admit, progress has been painstakingly slow.  Things have really picked up on the ship, which doesn't afford me much time to work on the jet.

Recently, I have been working with the FSX Blue Angels in the latest slew of tweaking.  A lot of the "bells and whistles" have been taken out in order to increase multiplayer operations, but we have been able to make some good headway in the handling of the jet.  In particular, throttle/afterburner power and response.  Still kinda at a stand-still with tweaks/upgrades to the physical model.  When I get some time, I will re-add the effects an features, re-tweak for combat variants and repost.

Thanks again for the support and I'll update when I get the time.
Title: Re: New FSXBA Hornet
Post by: JesterBoy on July 22, 2014, 05:12:11 am
Hey Guys!

Having a little break from the Blue Angels scheme and trying my hand at a combat variant. Feedback is highly appreciated. ;D

Cheers
JesterBoy
Title: Re: R: New FSXBA Hornet
Post by: dreaminsight on July 22, 2014, 10:47:41 am
H A H A! Very Nice! That's amazing!!!! Hehe;D
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 23, 2014, 04:10:53 am
Very nice!
Title: Re: New FSXBA Hornet
Post by: JLaars on July 30, 2014, 08:01:02 am
Hello there!
Iam working on textures for f4. But in my joelaars.blogspot.com you can download several improvements Imade for f18 paint kit. In the Spanish version of the f18. When finished with the F4 I want to return to F18 and define it more.
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 02, 2014, 04:18:55 am
Awesome.  Thanks.
Title: Re: New FSXBA Hornet
Post by: Jax on August 11, 2014, 08:30:52 pm
Alright Gents, our VA are on Re-Deployment orders and I will be taking my new 2014 F/A-18C to Iraq. Hopefully someone can hook me up with the VMFA-232 Line repaint for it if possible...LOL. ::) I will be testing this baby all the way!!
Title: Re: R: Re: New FSXBA Hornet
Post by: dreaminsight on August 12, 2014, 03:54:23 pm
Alright Gents, our VA are on Re-Deployment orders and I will be taking my new 2014 F/A-18C to Iraq. Hopefully someone can hook me up with the VMFA-232 Line repaint for it if possible...LOL. ::) I will be testing this baby all the way!!

photo please! Is the VMFA-232 that squadron named "green knights"?
take a photo to me! I am repainter
Title: Re: New FSXBA Hornet
Post by: Victory103 on August 12, 2014, 06:06:52 pm
-232 are the Red Devils, one of the few boat going USMC squadrons shared with -323 "Death Rattlers". They recently returned from a UDP (Unit Deployment Program) at MCAS Iwakuni, JP. VMFA-121 "Green Knights" is the 1st F-35B squadron stationed at MCAS Yuma, previously a "D" unit.
Title: Re: R: New FSXBA Hornet
Post by: dreaminsight on August 13, 2014, 01:10:48 pm
i maked confusion... the -121 switched on the F-35B? Noooooooo:-X
Title: Re: New FSXBA Hornet
Post by: Jax on August 14, 2014, 07:38:36 pm
-232 are the Red Devils, one of the few boat going USMC squadrons shared with -323 "Death Rattlers". They recently returned from a UDP (Unit Deployment Program) at MCAS Iwakuni, JP. VMFA-121 "Green Knights" is the 1st F-35B squadron stationed at MCAS Yuma, previously a "D" unit.
Right on!!
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on August 15, 2014, 07:32:39 pm
Various deck level views (near island) of various 'Hornet' approaches recently. I you join Vimeo the videos (various quality of same) may be downloaded

USS Bush in Support of Iraqi Operations 10 Aug 2014

https://vimeo.com/102997888
Title: Re: New FSXBA Hornet
Post by: Hanimichal on August 18, 2014, 10:55:55 pm
This is the my favorite freeware military jet, many thanks for this


Now am working in this paint

(http://fsfiles.org/flightsimshotsv2/images/2014/08/18/6E7PS.jpg)
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 19, 2014, 01:10:58 am
Oh my....will these textures be available for download anytime soon?
Title: Re: New FSXBA Hornet
Post by: Hanimichal on August 20, 2014, 04:18:54 am
the progress going slowly

(http://fsfiles.org/flightsimshotsv2/images/2014/08/19/PB139.jpg)
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on August 20, 2014, 05:25:23 am
I just popped back on here after a loooooong hiatus (PC died, new house, new car, new baby, and then finally a new PC) and checked in on this thread. Jimi it l looks like there has been lots of good progress on the FSXBA 2014 jet. The last iteration I had was 2014.5 so I'm pretty stoked to try the newest version.

Hanimichal, the progress on the Maces CAG looks great, but I believe the Maces are black and yellow. Nice job on the tail art though. Any chance of a non-sharkmouth version?

Pyro
Title: Re: New FSXBA Hornet
Post by: Hanimichal on August 20, 2014, 05:52:20 am
Hanimichal, the progress on the Maces CAG looks great, but I believe the Maces are black and yellow. Nice job on the tail art though. Any chance of a non-sharkmouth version?

Pyro

The colors for now don't mean nothing, is easiest to working. I only still adjusting the position of layers, is hard to working with this model
Also non-sharkmouth will be done  ;)
Title: Re: New FSXBA Hornet
Post by: Hanimichal on August 20, 2014, 06:22:43 am
... painting I have noticed this bizarre fact:
The pilot has two faces !!!!  :o

(http://fsfiles.org/flightsimshotsv2/images/2014/08/19/FdpxD.jpg)
Title: Re: New FSXBA Hornet
Post by: Mickey_Techy on August 20, 2014, 07:02:46 pm
Darn...

Always knew hornet pilots were two-faced :) ;D
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on August 21, 2014, 06:47:03 am
So after my first hop in the 2014.8 jet, I was majorly disappointed. I have NO clue why, but my FPS averaged 6 (SIX) throughout the majority of my flight. Keep in mind I can fly the PMDG NGX and the VRS Superbug locked at 30 with most settings maxed on this PC (i7-3770 with AMD HD 7670 2GB, 8GB RAM).

Is anyone else having any major FPS loss?
Title: Re: New FSXBA Hornet
Post by: Hanimichal on August 21, 2014, 07:27:51 am
Here is my last update for those two paints, many thing I has reworked (also camouflaged the second face with helmet color :P)
(http://fsfiles.org/flightsimshotsv2/images/2014/08/21/07ozb.jpg)


Also new thumbnails (I like good thumnails  :) )
(http://fsfiles.org/flightsimshotsv2/images/2014/08/21/QrUdP.jpg)
 

Jimi if you want you can add my paints in your next update, you have all my permission to do

http://hanimichal.wix.com/myaddonsfsx#!newpage1/c8lm




Title: Re: New FSXBA Hornet
Post by: Hanimichal on August 23, 2014, 05:05:26 am
working in better textures

(http://fsfiles.org/flightsimshotsv2/images/2014/08/22/jzJgH.jpg)

Also I'll do more skins




.
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 23, 2014, 11:36:44 pm
sweet!  Thanks!
Title: Re: New FSXBA Hornet
Post by: Hanimichal on August 25, 2014, 10:44:44 pm
It will be heavy post...

Not ready to download but only for appreciation; more dirty textures and new stencils  ;D

(http://fsfiles.org/flightsimshotsv2/images/2014/08/25/OW96s.jpg)
(http://fsfiles.org/flightsimshotsv2/images/2014/08/25/XaAzq.jpg)
(http://fsfiles.org/flightsimshotsv2/images/2014/08/25/ilnVG.jpg)
(http://fsfiles.org/flightsimshotsv2/images/2014/08/25/dbiSK.jpg)
(http://fsfiles.org/flightsimshotsv2/images/2014/08/25/sxtnC.jpg)
(http://fsfiles.org/flightsimshotsv2/images/2014/08/25/JSdUv.jpg)
Title: Re: New FSXBA Hornet
Post by: JLaars on August 26, 2014, 01:41:55 pm
very nice job.
Title: Re: New FSXBA Hornet
Post by: Jax on August 29, 2014, 06:51:28 am
Awesome man!!!
Title: Re: New FSXBA Hornet
Post by: Jax on August 29, 2014, 06:54:38 am
By the way, is the link for the fleet Hornet down??? My PC crashed real bad and had to clean my PC completely, and thought that I had a back-up of the New FA-18C 2014. Let me know, thanks.
Title: Re: New FSXBA Hornet
Post by: Orion on August 29, 2014, 06:57:55 am
Don't think so?  Both links at the bottom of this post (http://www.fsdreamteam.com/forum/index.php/topic,6944.msg77274.html#msg77274) seem to work.
Title: Re: New FSXBA Hornet
Post by: Jax on August 29, 2014, 07:02:03 am
Alright, I will try it later on. Thanks......
Title: Re: New FSXBA Hornet
Post by: Hanimichal on August 30, 2014, 12:51:49 am
Still tuning textures.

Also another paint:

(http://fsfiles.org/flightsimshotsv2/images/2014/08/29/suXjH.jpg)

(http://fsfiles.org/flightsimshotsv2/images/2014/08/29/ulKG1.jpg)

(http://fsfiles.org/flightsimshotsv2/images/2014/08/29/AdTOY.jpg)
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on August 30, 2014, 01:55:11 am
Hanimichal your textures are among the best I've ever seen. The detail is just superb. Have you ever done any textures for the VRS Superbug?
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on August 30, 2014, 11:43:28 am
That looks amazing. BZ. Well done. Great work indeed.
Title: Re: New FSXBA Hornet
Post by: JLaars on August 30, 2014, 01:07:49 pm
yes, yes. nice job.
Title: Re: New FSXBA Hornet
Post by: IRONDAN on August 30, 2014, 04:09:42 pm
Now what we need is better texture foe the cockpit. Hopefully sooner than later.

Keep on the good work.
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 06, 2014, 02:56:27 am
You continue to amaze my friend.  Very nice!
Title: Re: New FSXBA Hornet
Post by: Hanimichal on September 07, 2014, 08:03:30 pm
Thanks for all words

Have you ever done any textures for the VRS Superbug?
I dont have the VRS F/A-18E Superbug X

 
Now what we need is better texture foe the cockpit
I will not paint the cockpit


Finally i think this is good and ready to download (also have new VC glass details)
http://hanimichal.wix.com/myaddonsfsx#!fa-18-fsxba/c2508

(http://fsfiles.org/flightsimshotsv2/images/2014/09/07/F1UHx.jpg)
(http://fsfiles.org/flightsimshotsv2/images/2014/09/07/ZLpY.jpg)
(http://fsfiles.org/flightsimshotsv2/images/2014/09/07/8ms1g.jpg)
(http://fsfiles.org/flightsimshotsv2/images/2014/09/07/rxF3E.jpg)
(http://fsfiles.org/flightsimshotsv2/images/2014/09/07/SrRWt.jpg)
(http://fsfiles.org/flightsimshotsv2/images/2014/09/07/KuwAc.jpg)
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 08, 2014, 04:43:55 am
Wow!  What a treat this texture is!  I love the other textures as well, but the detail on this one is amazing.  Very well done!
Title: Re: New FSXBA Hornet
Post by: Hanimichal on September 08, 2014, 02:36:20 pm
Wow!  What a treat this texture is!  I love the other textures as well, but the detail on this one is amazing.  Very well done!

I am working to add this textures for all these four (http://fsfiles.org/flightsimshotsv2/images/2014/09/07/AmzRx.th.jpg) (http://fsfiles.org/flightsimshotsv2/image/tP2)  also for my first one (Golden Dragon 300)
Title: Re: New FSXBA Hornet
Post by: Victory103 on September 08, 2014, 05:15:50 pm
Very nicely done Hanimichal, thank you for adding the weathering to show a well used legacy Bug.
Title: Re: New FSXBA Hornet
Post by: Hanimichal on September 16, 2014, 01:37:25 pm
Another one done

(http://fsfiles.org/flightsimshotsv2/images/2014/09/16/D7Rd5.jpg)
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 17, 2014, 02:57:47 am
 :o  Awesome!
Title: Re: New FSXBA Hornet
Post by: spreilly on September 18, 2014, 07:43:55 am
For whatever reason, the D's all have blue interiors (when viewed from the exterior). It might be missing a texture, IDK.
Title: Re: New FSXBA Hornet
Post by: Hanimichal on September 18, 2014, 02:46:25 pm
For whatever reason, the D's all have blue interiors (when viewed from the exterior). It might be missing a texture, IDK.

I dont have this problem, but this can be repaired as follows:
Copy all content in the folder called texture,
then drop all in the paint folder without replacing anything
Title: Re: New FSXBA Hornet
Post by: Hanimichal on September 19, 2014, 03:10:00 am
new upload

(http://fsfiles.org/flightsimshotsv2/images/2014/09/18/WoAJR.jpg)

Also the Golden Dragon-300 has been updated today adjusting the number position
Title: Re: R: Re: New FSXBA Hornet
Post by: dreaminsight on September 19, 2014, 12:30:41 pm
For whatever reason, the D's all have blue interiors (when viewed from the exterior). It might be missing a texture, IDK.

I dont have this problem, but this can be repaired as follows:
Copy all content in the folder called texture,
then drop all in the paint folder without replacing anything
Can you send me your folders please? :D
Title: Re: R: Re: New FSXBA Hornet
Post by: Hanimichal on September 19, 2014, 03:07:02 pm
For whatever reason, the D's all have blue interiors (when viewed from the exterior). It might be missing a texture, IDK.

I dont have this problem, but this can be repaired as follows:
Copy all content in the folder called texture,
then drop all in the paint folder without replacing anything
Can you send me your folders please? :D

Ok here is it https://e-nautia.com/hanimichal/disk/FSX FA-18c FSXBA/fa-18_FSXBA_texture_main.zip (https://e-nautia.com/hanimichal/disk/FSX FA-18c FSXBA/fa-18_FSXBA_texture_main.zip)
is the same that comes with the model, I only reworked some of them
Title: Re: R: New FSXBA Hornet
Post by: dreaminsight on September 19, 2014, 04:55:26 pm
Thanks Hani! 8)
Miro
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 22, 2014, 04:39:17 am
Hey guys,

I know its been a while and for that I apologize.  Ridiculously busy as of late.  Anyways, here is where I am at as of now.  Nothing huge.

-Added the great textures created by Hanimichal.  What a treat!  These Textures are outstanding!

-More tweaks to the auto rudder integration.

-Adjustments made to the auto-flap logic.

-Small adjustments to the throttle curves.

-Been do a little work on the cannon.  Definitely still a work in progress.  Although you have to be in the virtual cockpit to fire it (via the "Release Droppable Objects" function, you and your multiplayer friends should now see the tracers from the exterior of the jet.  Make sure to install the Effects and Effects/Texture files.

-Cleaned up some of the redundant texture files to decrease the download size.

Here it is:
https://drive.google.com/file/d/0B3So3WwTLPRZaDV5RDFiS20zS0k/edit?usp=sharing

Still have much work to do with it, but I'll take a little progress than none at all...

-Jimi
Title: Re: New FSXBA Hornet
Post by: dave76 on September 24, 2014, 11:58:42 am
hello jimi,

seems the link was too busy to download.............again thanks for your work :) :)
Title: Re: R: New FSXBA Hornet
Post by: dreaminsight on September 24, 2014, 12:09:39 pm
Hi Jimi, wonderful work. Thanks :P May you can add a fix for the -D version which is affect by a problem that shows blue interiors? :-[

Thanks again.
Title: Re: New FSXBA Hornet
Post by: Snake on September 25, 2014, 12:16:40 am
i get the same error message and cannot download. Tried to download the t 45 from dino's download site and get the same error.
Title: Re: New FSXBA Hornet
Post by: Orion on September 25, 2014, 12:33:00 am
That's because it's hosted on Google Docs and Google limits download bandwidth.  Too many people are trying to download it.  Wait a week for things to calm down.
Title: Re: New FSXBA Hornet
Post by: Lion207 on October 02, 2014, 02:51:49 pm
Jimi/All,

Not sure if anyone else is having this issue, but (in P3D), when I lower the hook, the sound volume increases significantly - as if the canopy has opened (it hasn't - I checked. LOL). When I raise the hook, volume returns to normal (as if the canopy has closed). This happens at a standstill on the apron as well as in-flight. Only happens with the FSXBA F-18, no other aircraft (like Dino's T-45/F-14).

Has anyone else experienced this, either in P3D or FSX? If not (or if so), is it something I can fix on my end with a config change, or are these sounds tied to the model animation???

Thanks!
~Matt
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on October 02, 2014, 10:20:47 pm
Matt,

I haven't experienced this myself, but I believe it is caused by the way Jimi has implemented the hook animation. If I'm not mistaken he assigned the animation via one of the 4 "open/close exit 1,2,3,4" commands which is how he was able to make it visible in multiplayer. I expect that is what is causing the sound changes, although like I said, it isn't something I have experienced. How do you have your FSX sounds setup? External sounds to speakers and internal sounds to a headset?
Title: Re: New FSXBA Hornet
Post by: Lion207 on October 03, 2014, 05:13:38 pm
Pyro,

It's a straight vanilla install of P3D with only FSUIPC, AIShips and vLSO installed. No sound changes; everything is output to my default Windows device (speakers).

Looked at it again, and realized that I can put the hook down with the 'SHIFT+E, 4' key combination as you suggested, so I'm sure you're on to something.

I'm going to try and fire up FSX and see if I get the same behavior there. If not, it's likely another occurrence of P3D breaking something that worked fine in FSX (like.. say.. carrier FLOLS?) and I'll just live with it.  :D

Thanks!
~Matt

UPDATE:
I'm an idiot. I forgot about 1 very important add-on, because I hardly ever touch it. Accu-feel. Sure enough, with Accu-feel turned off, I don't experience this behavior. Accu-feel sees the hook down as an open exit, and increases the volume. My bad! Sorry, guys!

Move along. Nothing to see here. :-)
~M

(Edited. Reason: corrected info. 1D10T error.)
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on October 03, 2014, 11:48:56 pm
Glad you got it sorted bud.
Title: Re: New FSXBA Hornet
Post by: jimi08 on October 14, 2014, 02:40:06 pm
Hey Gents,

My schedule is FINALLY starting to ease a little, and I am able to contribute a little more time to the Charlie.  This weekend, I worked on the following:

-Engine shutdown effects and animations.  Upon engine shutdown and once hydraulic pressure dips below 1200psi, the flaps lower to full position and stabilators droop down to approx. 15.5 degrees.

-Adjusted Take Off Trim for better performance for both Land and Carrier based launches.

-Re-programmed the Take Off Trim Button to set take off trim with weight on wheels, and to re-center aileron trim while airborne (per NATOPS).

-APU switch so that it automatically resets to OFF approx. 1 minute after both engines are lit off.  I can get the APU to turn off, but cannot get the APU switch back to OFF.

The following are what I plan on tackling in the near future:
-There are a few instances where the taxi light will come on even though the gear is retracted.  I was start looking for a fix for that.

-In certain flight regimes, the flaps tend to cycle back and forth as it transitions through certain AOAs.

-The aircraft tends to capture ON SPEED at an airspeed slightly higher than it's supposed to.  Will be adjusting the flap lift to fix.

As for the Delta (2-Seater), I am delaying any work on it until I have the Charlie complete.

Last but not least.... Although I know HOW to do textures, I am not very good at them.  Marginal at best... With that being said, I am looking for some of you talented guys to re-texture the cockpit of this bird so that the inside looks just as amazing as some of the exterior work that has been submitted.  Any and all help is greatly appreciated.

Updated download links to come soon.


-Jimi
Title: Re: New FSXBA Hornet
Post by: Roller25 on October 16, 2014, 10:02:15 am
Fantastic job on this jet Jimi!

I've been flying it with the Oculus Rift DK2. Absolutely awesome. Being able to look over your shoulder and seeing a life size scale wing flex under G is something else. Also doing laps around the boat is crazy good. I encourage all to experience it if you have access to a Rift. Once the Consumer Version comes out with higher resolution flight simming is going to be on a whole 'nother level.

Looking forward to future updates Jimi - cannot believe this thing is freeware dude. Respect.

Jimi, do you have the VC .max file? I wouldn't mind having a go at baking realistic materials and some ambient occlusion for the textures.
Title: Re: New FSXBA Hornet
Post by: Orion on October 16, 2014, 10:31:51 am
Jimi: Sounds good!  Looking forward to seeing the new version. :)

Roller25: Are you using the Oculus Rift with FSX or P3D?  If it's the former, how so?
Title: Re: New FSXBA Hornet
Post by: Roller25 on October 16, 2014, 10:48:52 am
Sorry mate - should have said. I'm using P3D v2.4 with the DCOC plugin for the Rift. Functions flawlessly with 6DOF.

If you have a Rift, I definitely recommend getting P3D just to experience flying this Hornet. So good. The only thing that lets it down is the low resolution of the DK2.
Title: Re: New FSXBA Hornet
Post by: jimi08 on October 16, 2014, 04:54:40 pm
Thanks Roller and Orion.  Much appreciated guys.
Title: Re: New FSXBA Hornet
Post by: jp on October 19, 2014, 11:44:03 pm
I just recently discovered this amazing work of art! I am loving it! Thank you very much Jimi! Overall, the model is great, very detailed and flies really well. Certainly one of the best freewares out there.  

I've been flying the F/A-18C for some time now and found out some things:
-the flap switch doesn't move the flaps in vc view.
-I cannot seem to make the altitude hold in autopilot work properly. the plane dives down when i select barometric hold. any advice on how to properly set autopilot up is greatly appreciated. :)

Also, is there a possibility that you might be able to add a wing view in vc where you can see the payload instead of a clean wing?

Again, thank you very much for this model! Looking forward on the latest versions!

cheers!
-jp
Title: Re: New FSXBA Hornet
Post by: Dman on October 20, 2014, 04:35:47 am
Hey Jimi..
First off.. I love the Legacy Hornets!!!
 Kinda off the topic I guess, but I was wondering if there was a paint kit for her.. I have done a number of Super Hornet paints for the VRS hornet and I would love to get started on the C model.. Loving all the updates.. BTW I thought at one point with the bird power downed, I thought the pilot was removed.. I cant seem to get this feature in the newer builds.. will it come back?

Thanks again for bringing this one into the community!!
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on October 20, 2014, 03:14:35 pm
Hello Sludge,
in order to make the FSXBA Hornet flight experience in the simulator as realistic as possible, I’d like to submit the following feedback on some values in the aircraft.cfg file:

;Moments of inertia values, including reference_datum_position and empty_weight_CG_position:
I noticed that these values have been changed from the original ones. Are the new ones correct or just best guess? A short explanation would be nice.

[Turbine EngineData]
Static_thrust: I have found the following values to be correct, for the F404-GE-400 10600 Lbs and for the F404-GE-402 11950 Lbs.
Afterburner_available:  number of AB states of 6 seems to be correct.
Afterburner_throttle_threshold: I have found no actual references here, but for my personal gusto I assumed 0.70 (70%)
ThrustSpecificFuelConsumption: I have found the following values to be correct, for the F404-GE-400 0.85 and for the F404-GE-402 0.67
AfterburnThrustSpecificFuelConsumption: I have found the following values to be correct, for the F404-GE-400 1.85 and for the F404-GE-402 1.74
Notice: F404-GE-400 is the old engine which was replaced by the F404-GE-402 upgrades to all C/D Hornets in service today. Some NASA prototypes not to be included being A/B versions.

[Contact_points]
Impact damage thresholds:  Are these values really that high? I find it almost impossible to crash the aircraft during a landing, even when fully loaded.

Static_cg_height:
I noticed that these values have been changed from the original ones. Are the new ones correct or just best guess? A short explanation would be nice.

Toe_brakes_scale: Value seems much too high. Could almost land on a carrier without cables. A suggested value like 0.7 (brake balance) looks more realistic to me.

[Flaps]: positions & values. I noticed that these have been changed from the original ones. Are the new ones correct or just best guess? A short explanation would be nice.

[Airplane_geomentry]
Wing_span: Depending on what sources you look at, values like 40.4 ft or 37.5 ft are found. I believe neither of them to be correct for the simulator’s definition of wing_span. If you subtract from a width of 40.4 ft (with Aim9’s) the weapons (do not forget the weapons winglets), then the correct value here should be something like 38.7 ft. This roughly corresponds with the value I found on the Wikipedia website for the X-53 overall wing span (without weapons) of 38.5 ft. Have a look at the diagram I provided below.
Wing_twist:  This is somewhat of a compromise. The original value of -1.5 degrees seems to be definitely wrong. When you look at actual FA-18C/D pictures, you can easily see that it is much more. I found a source stating that it actually is slightly more than 4 degrees, which seems to correspond with the visual appearance. The simulator can show wing twist only but does not alter the actual flight behavior. The FA-18C/D has a relatively flat and flexible wing, which bends under g loads (you can find several NASA test videos on the subject).  So, from an estimated -4.1 degrees as the actual value my best guess as a compromise for actual flight behavior in the simulator would be something like -3.5 degrees.
Oswald_efficiency_factor:  I tend to stick with the original 0.8 value here, because the FA-18C/D’s have relatively flat wings, thus limiting the lift efficiency (unlike the FA-18E/F’s which have much thicker wings, which can contain more fuel, too). An Oswald factor of 0.95 would be that of a high performance sail plane, which I find quite unrealistic here. When you compare the 0.8 value with that of several other calculated oswald values for other fighter aircraft, 0.8 as lift efficiency seems to be quite ok.
Wing_sweep: The original value of 20 degrees seems to be obviously wrong, because several sources state the FA-18C/D wing sweep to be 26.7 degrees, which can be easily visually confirmed. Have a look at the screen shot below.
Wing_pos_apex_lon:  Have you changed this value due to changed moments of inertia values? A short explanation would be nice?
Htail_area: 88.26 square feet seem to be correct, considered in relation to other values, too. See references.
Vtail_area: 104.2 square feet seem to be correct, considered in relation to other values, too. See references.
Elevator_area:  88.26 square feet seem to be correct, considered in relation to other values, too. See references. (for FA-18 elevator_area = htail_area)
Aileron_area: 24.4 square feet seem to be correct, considered in relation to other values, too. See references.
Rudder_area: 15.6 square feet seem to be correct, considered in relation to other values, too. See references.
Elevator_up/down_limit: I noticed that these values have been changed from the original ones. I have myself used similar ones, because the original ones seemed to be quite unrealistic. Are the new ones correct or just best guess? A short explanation would be nice.
Positive/Negative_g_limit_xxx:  I noticed that these values have been changed from the original ones. I have myself used similar ones, because the original ones seemed to be quite unrealistic. Are the new ones correct or just best guess? A short explanation would be nice.

.air: Concerning changes in the .air file, I noticed that flight behavior of the FA-18 at slow speed is quite sluggish (e.g. ability to roll), and not what can be observed at several air show videos, which show a quite good maneuverability even at slow speeds. I noticed that some values have been changed here from the original ones. Are the new ones correct or just best guess? A short explanation would be nice.

References:
http://www.globalsecurity.org/military/systems/aircraft/f-18-specs.htm
I have changed the measurement units from metric to U.S. units for easier comparison with the simulator’s values.
http://voodoo-world.cz/hornet/info.html
https://en.wikipedia.org/wiki/Boeing_X-53_Active_Aeroelastic_Wing
http://www.jet-engine.net/miltfspec.html
http://e-book.lib.sjtu.edu.cn/aerodynamic/AeroDYNAMIC/xls/oswalds.xls
Title: Re: New FSXBA Hornet
Post by: jimi08 on October 20, 2014, 07:44:30 pm
Hello hd764jvgd843,

First off, thanks for taking the time to provide such an in-depth evaluation and review of the Hornet!  Second, although Sludge was the creator of this thread, he is not the creator or author of this jet.  That person would be me :).  I believe he has another thread for those interested in his variant of the F/A-18.  And third....let's dig in and answer some of your questions!

Quote
;Moments of inertia values, including reference_datum_position and empty_weight_CG_position:
I noticed that these values have been changed from the original ones. Are the new ones correct or just best guess? A short explanation would be nice.
These values have been changed and are probably not accurate to the physical model.  Some "cheats" have been made throughout the design of this jet, so that the flight control system that I have designed can complement the actual control of the jet.  Great example would be the pitch control.  If I implement the raw physics of the pitch control on the hornet, I could easily pull upwards of 12 Gs, which would be unrealistic due to the fact that the hornet has a limiter set to 8.5 and +33% with limiter off.  The max that the gauges in FSX will refresh is 17 times per second.  Using the raw physics model will quickly saturate the limiter that I have designed and would still allow for the jet to easily get to 12+ Gs.  So I have to adjust certain parameters so that they "play well together".  This is done in real life with the jet's Flight Control System.  It takes the "raw jet" and waters it down to something manageable to fly and fight with....

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[Turbine EngineData]
Static_thrust: I have found the following values to be correct, for the F404-GE-400 10600 Lbs and for the F404-GE-402 11950 Lbs.
Agreed.  Throttle and thrust curves have been the bane of my existence here.  I used a few things here.  First I opened the .air file and adjust and tweaked the engines based on performance data from an actual Hornet Driver.  In the document he provided, he gave different air speeds attained, at certain altitudes and certain fuel flows.  The aircraft was clean.  From there I used the formula for Thrust Specific Fuel Flow, and thrust vs. altitude, to derive how much thrust each engine was producing given the said conditions.  Once I had the thrust curves correct, I adjusted drag and lift values to match the speed that the pilot had documented.  Then there's a condition within FSX that has to be accounted for to have the engines actually provide more thrust at altitude (35,000 MSL) instead of diminishing it like most default jets in FSX do.  Finally, I worked on matching the acceleration curves that was provided where the time was measure how long it took for the jet to accelerate from one airspeed to another.  That's how the numbers fell once I accomplished that.  Agreed, it's not perfect, but it's what I have for now.

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Afterburner_available:  number of AB states of 6 seems to be correct.
I was looking for the number of Afterburner stages in the NATOPS, but couldn't find it.  If you could help me out and tell me where I can find it that would be awesome!  Setting 20 stages provided more controllability while in afterburner.

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Afterburner_throttle_threshold: I have found no actual references here, but for my personal gusto I assumed 0.70 (70%)
A lot of the testing and use of this jet is done by the FSX Blue Angels.  Since most of us have some form of the Saitek X52 Flight Stick/Throttle, we decided on 80% since that is where the throttle detent is located on the actual throttle quadrant.  It made it easy for us to distinguish between MIL and AB.

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ThrustSpecificFuelConsumption: I have found the following values to be correct, for the F404-GE-400 0.85 and for the F404-GE-402 0.67
AfterburnThrustSpecificFuelConsumption: I have found the following values to be correct, for the F404-GE-400 1.85 and for the F404-GE-402 1.74
Notice: F404-GE-400 is the old engine which was replaced by the F404-GE-402 upgrades to all C/D Hornets in service today. Some NASA prototypes not to be included being A/B versions.
See reply to first question.

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[Contact_points]
Impact damage thresholds:  Are these values really that high? I find it almost impossible to crash the aircraft during a landing, even when fully loaded.
Feasible.  If you can provide me with some accurate data to go by, I will adjust.

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Static_cg_height:
I noticed that these values have been changed from the original ones. Are the new ones correct or just best guess? A short explanation would be nice.
This was adjust to compliment the FCS system designed for the jet.  Mainly for the pith auto-trim system.  Please remember that jets like the Hornet do not get its flight handling solely as a result of its physical characteristics.  The control logic used to move control surfaces provided from the FCS and engine control, produce a jet that handles differently than what is displayed on paper.  Good example is the way the Hornet's FCS uses the flight stick to control different things based on the speed of the aircraft.  On the ground, the stick directly controls stabilator position in relation to the amount of pull or push.  In the slow speed, landing, or high alpha region, the stick directly commands the jet to hold a certain angle of attack, and not stab position.  At medium speeds, moving the stick commands pitch rate, or how fast the nose raises or lowers.  At high speeds, G is commanded by the stick.  My point is... you can't use "Cessna Logic" on the Hornet to get a realistic flying jet.  Just plugging in the physical dimensions and power outputs of the jet into the CFG will not yield you a high fidelity, realistic flying jet.  Matching the FCS's output and characteristics are what you have to chase after with this.

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Toe_brakes_scale: Value seems much too high. Could almost land on a carrier without cables. A suggested value like 0.7 (brake balance) looks more realistic to me.
Agreed.  The flip side of this is that the brakes on the hornet should be able to hold the jet on the ground while at a certain throttle setting.  80% N2 is a pretty common throttle setting for most Hornet drivers while doing run-ups just prior to releasing the brakes for the takeoff run.  I found that difficult to do with 0.7.  But I agree, the brakes are pretty aggressive.  I will dive back into this one.

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[Flaps]: positions & values. I noticed that these have been changed from the original ones. Are the new ones correct or just best guess? A short explanation would be nice.
A few of things here…  First, the default "autoflap" system for FSX does not provide accurate flap settings for the Hornet base on what NATOPS documents.  So I decided not to "fully" use it.  Second, there is a chart in NATOPS that shows the flap scheduling of both the leading edge and trailing edge flaps.  For the most part, both are based on angle of attack (AOA), but how they behave as AOA increases is not the same.  The leading edge flaps deploy linearly as AOA increases to their maximum extension.  The trailing edge flaps, however, follow more of a plateau, initially extending as AOA increases, then retracting as AOA increases past a certain AOA (28 deg. I think, will have to verify).  FSX default auto flaps work on the same logic I stated for the leading edge flaps.  So for the leading edge flaps, I opted to use the FSX autoflaps.  To recreate the logic for the trailing edge flaps, I had to create a gauge to do so.  One problem I encountered is that you can only designate 10 definite flap positions in FSX.  Take 3 away for up, takeoff and landing flap angles that leaves me with 7 flaps positions that I can use for autoflaps.  I turned to the NATOPS to determine the flap travel range while flaps are in the auto mode, and divided by 6 flap positions since that was an easy round number that I could divide by.  This gave me an autoflap range to move the flaps in 3 degree increments to replicate the Hornet's trailing edge auto flaps characteristics.

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[Airplane_geomentry]
Wing_span: Depending on what sources you look at, values like 40.4 ft or 37.5 ft are found. I believe neither of them to be correct for the simulator’s definition of wing_span. If you subtract from a width of 40.4 ft (with Aim9’s) the weapons (do not forget the weapons winglets), then the correct value here should be something like 38.7 ft. This roughly corresponds with the value I found on the Wikipedia website for the X-53 overall wing span (without weapons) of 38.5 ft. Have a look at the diagram I provided below.
Easy.  Will adjust to accurately reflect.

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Wing_twist:  This is somewhat of a compromise. The original value of -1.5 degrees seems to be definitely wrong. When you look at actual FA-18C/D pictures, you can easily see that it is much more. I found a source stating that it actually is slightly more than 4 degrees, which seems to correspond with the visual appearance. The simulator can show wing twist only but does not alter the actual flight behavior. The FA-18C/D has a relatively flat and flexible wing, which bends under g loads (you can find several NASA test videos on the subject).  So, from an estimated -4.1 degrees as the actual value my best guess as a compromise for actual flight behavior in the simulator would be something like -3.5 degrees.
I'll check this out.  Played with it a bit a while back, but did not notice an impact.


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Oswald_efficiency_factor:  I tend to stick with the original 0.8 value here, because the FA-18C/D’s have relatively flat wings, thus limiting the lift efficiency (unlike the FA-18E/F’s which have much thicker wings, which can contain more fuel, too). An Oswald factor of 0.95 would be that of a high performance sail plane, which I find quite unrealistic here. When you compare the 0.8 value with that of several other calculated oswald values for other fighter aircraft, 0.8 as lift efficiency seems to be quite ok.
Not saying that the F/A-18 is anything near a sail plane, but does that 0.8 also take into effect the LEXs?

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Wing_sweep: The original value of 20 degrees seems to be obviously wrong, because several sources state the FA-18C/D wing sweep to be 26.7 degrees, which can be easily visually confirmed. Have a look at the screen shot below.
You're obviously right.  I'll change it.

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Wing_pos_apex_lon:  Have you changed this value due to changed moments of inertia values? A short explanation would be nice?
Htail_area: 88.26 square feet seem to be correct, considered in relation to other values, too. See references.
Vtail_area: 104.2 square feet seem to be correct, considered in relation to other values, too. See references.
Elevator_area:  88.26 square feet seem to be correct, considered in relation to other values, too. See references. (for FA-18 elevator_area = htail_area)
Aileron_area: 24.4 square feet seem to be correct, considered in relation to other values, too. See references.
Rudder_area: 15.6 square feet seem to be correct, considered in relation to other values, too. See references.
You're probably right on all of these.  I had to keep in consideration a few things like this jet has stabilators vs. elevators.  V-Tail rudders and LEXs also assist in certain characteristics that normally would be absent in most aircraft.  FSX doesn't necessarily account for all of these things.  I have tweaked a few things to these areas to compensate.

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Elevator_up/down_limit: I noticed that these values have been changed from the original ones. I have myself used similar ones, because the original ones seemed to be quite unrealistic. Are the new ones correct or just best guess? A short explanation would be nice.
Positive/Negative_g_limit_xxx:  I noticed that these values have been changed from the original ones. I have myself used similar ones, because the original ones seemed to be quite unrealistic. Are the new ones correct or just best guess? A short explanation would be nice.
Thought I grabbed the values from NATOPS.  Pretty sure it was 8.5 positive and -3.0 negative.  There is a positive bump of G to about 10 G with override on.  There is a decrease to 5.5 beyond a certain weight.  Will double check and correct if needed.

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.air: Concerning changes in the .air file, I noticed that flight behavior of the FA-18 at slow speed is quite sluggish (e.g. ability to roll), and not what  
can be observed at several air show videos, which show a quite good maneuverability even at slow speeds. I noticed that some values have been changed here  
from the original ones. Are the new ones correct or just best guess? A short explanation would be nice.
From several air show videos that I have observed, I noticed that the Hornet isn't quite as maneuverable at slow speeds as the default acceleration Hornet (i.e. full roll authority/capability at 30 KIAS) so I decided to change it.  After viewing more Blue Angels airshows that I'd like to count, I decided to use their roll characteristics based off of certain maneuvers they have demonstrated in their air shows.  Easy to change though…

Whew!!!  That was a lot.  Hopefully I've provided some reasonable explanations to some/all of your questions.  As stated before, the jet is a work in progress and is by no means perfect.  I'll keep working at it.  Big take-away from this is, I am making changes to certain things to mimic the Flight Control System's control of the jet, and not pure physics (Cessna Logic).  I have to do this due to my knowledge of coding within FSX.  Until I can figure out/learn how to inject coding between IO input (physical control stick) and simulator output (FSX), and get all of the FCS logic used in the actual F/A-18 C (good luck with that...), I will have to continue using the technique that I have been using for the past few years.

Thanks again.

-Jimi
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on October 21, 2014, 12:16:08 am
Hello jimi08,

sorry for confusing you with sludge. Thanks for answering all of my questions in such depth. I can see now that you have obviously spend a lot of time, effort and thinking to get the Hornet's flight behavior as realistic as possible, as it already is. I am merely beginning to scratch the surface here and I hope I could provide some useful information and thoughts to get things even better. The reason why I have tried to provide such an in-depth evaluation and review of your Hornet is that I really like to fly with it because it handles far more realistically than any other version I have stumbled upon. You have really done a superb job modeling the flight characteristics with your FCS so far!

Concerning the oswald_efficiency_factor, the LEXs do not increase or decrease the lift efficiency of the wings itself, they just allow for higher AOA's without going into stall (at the cost of a slightly higher drag), thus making the plane more maneuverable. In order to retain proper handling/rolling abilities at a high AOAs the wing was given a relatively high wing twist (a little more than 4 degrees), so the physical AOA at the tip of the wings (where the ailerons are) is lower than near the fuselage and does not stall as fast as the rest of the wing during high AOAs. So I would stick with the original 0.8 value here, maybe 0.85 but not higher. The cross section of the wing itself is much too flat for an oswald factor of 0.95 which could create the lift efficiency of a high performance sail plane.

Concering the "Impact damage threshold" values in the [Contact_points] section, I do not have any references here, but I found the original values for the gear much too sensitive, barely being able to land on a runway, not to speak of a carrier. Watching several carrier landing videos and comparing them with my own attempts I felt that values between 2500 and 3000 seemed to be realistic here. All other "impact damage threshold" values (wingtips, bottom, top) I left unchanged.

Concerning the "afterburner stages", six seem to be the correct number for both engine types (old and new ones). But as you have pointed out they are quite noticeable when in afterburner mode. I do not know if the transitions are felt that way in reality, but I found it to be a nice feedback when to enter/leave AB mode in the simulator. I have read somewhere that the thrust leavers in reality have a clearly defined and noticeable point so the pilot always knows intuitively weather AB mode is engaged or not.

I hope this helps.

Best regards...

Peter
Title: Re: New FSXBA Hornet
Post by: jimi08 on October 21, 2014, 06:04:04 pm
Thanks JP for the compliments!  To answer your questions...


 -the flap switch doesn't move the flaps in vc view.
Yep, Will have to learn how to do some modeling and animation to fix this one.  Might be a while.

-I cannot seem to make the altitude hold in autopilot work properly. the plane dives down when i select barometric hold. any advice on how to properly set autopilot up is greatly appreciated. :)

This is a new one.  I'll take a look at it tonight when I get home from work.  Most test that I've done with AP showed no problems.  How are you activating it?  Are you using the buttons in the VC or are you using the keyboard?

Also, is there a possibility that you might be able to add a wing view in vc where you can see the payload instead of a clean wing?
Same issue as #1.  I need to learn how to 3D model to fix this one.  Hopefully I will be able to learn and fix soon.

Hope this helps and thanks again.

Jimi
Title: Re: New FSXBA Hornet
Post by: jimi08 on October 21, 2014, 06:08:01 pm


 Kinda off the topic I guess, but I was wondering if there was a paint kit for her.. I have done a number of Super Hornet paints for the VRS hornet and I would love to get started on the C model.. Loving all the updates.. BTW I thought at one point with the bird power downed, I thought the pilot was removed.. I cant seem to get this feature in the newer builds.. will it come back?

Thanks again for bringing this one into the community!!


Awesome Dman!  I love Legacy Hornets Too!!!

Unfortunately, I do not have a paint kit for this bird, but I know others who were working on one.  I'll ping them and see where their progress lies.  Can't wait to see what you come up with.

As far as the pilot dissappearing, Not sure we ever incoparated that.  Might be a while for that one, but I'll see what I can do.  Thanks.

-Jimi
Title: Re: New FSXBA Hornet
Post by: jimi08 on October 21, 2014, 06:12:30 pm
Peter,

Thanks for the good words and again, thanks for the great eval.  Provided I have time this weekend, I will dig a little more into the eff factor and wing twist.  I'll also take a look at damage threshold.  Thanks again.

-Jimi

Hello jimi08,

sorry for confusing you with sludge. Thanks for answering all of my questions in such depth. I can see now that you have obviously spend a lot of time, effort and thinking to get the Hornet's flight behavior as realistic as possible, as it already is. I am merely beginning to scratch the surface here and I hope I could provide some useful information and thoughts to get things even better. The reason why I have tried to provide such an in-depth evaluation and review of your Hornet is that I really like to fly with it because it handles far more realistically than any other version I have stumbled upon. You have really done a superb job modeling the flight characteristics with your FCS so far!

Concerning the oswald_efficiency_factor, the LEXs do not increase or decrease the lift efficiency of the wings itself, they just allow for higher AOA's without going into stall (at the cost of a slightly higher drag), thus making the plane more maneuverable. In order to retain proper handling/rolling abilities at a high AOAs the wing was given a relatively high wing twist (a little more than 4 degrees), so the physical AOA at the tip of the wings (where the ailerons are) is lower than near the fuselage and does not stall as fast as the rest of the wing during high AOAs. So I would stick with the original 0.8 value here, maybe 0.85 but not higher. The cross section of the wing itself is much too flat for an oswald factor of 0.95 which could create the lift efficiency of a high performance sail plane.

Concering the "Impact damage threshold" values in the [Contact_points] section, I do not have any references here, but I found the original values for the gear much too sensitive, barely being able to land on a runway, not to speak of a carrier. Watching several carrier landing videos and comparing them with my own attempts I felt that values between 2500 and 3000 seemed to be realistic here. All other "impact damage threshold" values (wingtips, bottom, top) I left unchanged.

Concerning the "afterburner stages", six seem to be the correct number for both engine types (old and new ones). But as you have pointed out they are quite noticeable when in afterburner mode. I do not know if the transitions are felt that way in reality, but I found it to be a nice feedback when to enter/leave AB mode in the simulator. I have read somewhere that the thrust leavers in reality have a clearly defined and noticeable point so the pilot always knows intuitively weather AB mode is engaged or not.

I hope this helps.

Best regards...

Peter
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on October 24, 2014, 09:54:38 pm
Hello Jimi,

two more things I noticed, but forgot to mention last time:

1) Top speed: I was barely able to go over 1.5 mach at high altitude. It should be 1.8+ mach (fully loaded). Maybe the total drag is set too high, but when I looked, I noticed that induced drag was set very low (0.35)
2) Color of turbine exhaust nozzles and inner fan blades: They look like brand new, you can see the yellow ceramic coating. After a few uses they are usually completely black from the high temperatures. Sometimes you can still see the yellow coating that was covered from the overlapping nozzle blades.

Best regards,

Peter
Title: Re: New FSXBA Hornet
Post by: jp on October 25, 2014, 03:34:53 am
-I cannot seem to make the altitude hold in autopilot work properly. the plane dives down when i select barometric hold. any advice on how to properly set autopilot up is greatly appreciated. :)

This is a new one.  I'll take a look at it tonight when I get home from work.  Most test that I've done with AP showed no problems.  How are you activating it?  Are you using the buttons in the VC or are you using the keyboard?

Thanks for the reply Jimi!
I activate AP mostly in VC view. I fly to my desired altitude and I press the A/P button on the UFC and press ATTH or BALT. That's how I do it. 
Title: Re: New FSXBA Hornet
Post by: Mower on October 25, 2014, 03:24:27 pm
Hi guys, what is the latest version and d/l link please?
Title: Re: New FSXBA Hornet
Post by: Victory103 on October 25, 2014, 03:43:41 pm
A slick (no stores, no pylons) F-18 would have a hard time getting M1.8, much less fully loaded. I feel the majority of the FDE tuning should take advantage of the Hornet's slow speed performance and pitch authority.
Title: Re: New FSXBA Hornet
Post by: jimi08 on October 25, 2014, 05:40:27 pm
Hi guys, what is the latest version and d/l link please?

The Fleet Version
https://drive.google.com/file/d/0B3So3WwTLPRZaDV5RDFiS20zS0k/view?usp=sharing

The Blue Angels Version
https://drive.google.com/file/d/0B3So3WwTLPRZR1dnQTR4c2RfNHM/view?usp=sharing
Title: Re: New FSXBA Hornet
Post by: fullcoupe on October 27, 2014, 02:19:19 am
Hi Jimi,

Been flying this since a few versions back. This latest version definitely handles better in terms of low speed maneuvering and throttle response. Wheel braking is also greatly improved, no more drifting sideways down the runway...haha.  I've recently been practicing the NATOPS carrier pattern over and over, and noticed a few minor things:

1) AOA indexer flickers when on - not sure if this is by design or not

2) There doesn't seem to be much ground effect on a normal field landing. On-speed AOA, pretty consistent on power. It feels almost non-existent, which is odd for any aircraft I've flown in the FSX environment. Even if I add flare and a bit of power, or more headwind, the plane still seems magnetized to the ground. My realism settings (General realism etc) are all max - not sure if that plays into it.

3) A/B effect starts at around 80% upward, but then disappears at max throttle.

4) Range of motion on the stabilators while WoW - model-wise - seems off. No correlation to the actual flight performance, and I noticed it does change while airborne.
Reference this video:
, at around the 3 min mark, you can see the stabilator movement.

5) Formation lights do not dim at night. They are bright white when off, and flourescent when on.

Overall, this is amazing progress! I would love to help out and do a few textures when the paint kit is available!


Title: Re: New FSXBA Hornet
Post by: jimi08 on October 27, 2014, 02:42:51 pm
Fullcoupe,

Thanks for the input and good words.

1) AOA indexer flickers when on - not sure if this is by design or not
Yes, unfortunately this is FSX coding conflicting with my own coding.  Since this jet has a working Hook bypass switch, the indexer should still stay on when the switch is activated.  The switch by default only stays on (not flashing) with the hook down.  I'll do some digging and see what I can do to resolve.

2) There doesn't seem to be much ground effect on a normal field landing. On-speed AOA, pretty consistent on power. It feels almost non-existent, which is odd for any aircraft I've flown in the FSX environment. Even if I add flare and a bit of power, or more headwind, the plane still seems magnetized to the ground. My realism settings (General realism etc) are all max - not sure if that plays into it.
You are right.  I took most of the ground effect out a while back while I was testing other things.  Need to put it back in.  Does Anyone have any input on the way the Hornet really handles in ground effect?  Any feedback on this would be great.

3) A/B effect starts at around 80% upward, but then disappears at max throttle.
Interesting.  I'll look into that.

4) Range of motion on the stabilators while WoW - model-wise - seems off. No correlation to the actual flight performance, and I noticed it does change while airborne.
Reference this video:
, at around the 3 min mark, you can see the stabilator movement.
On the list of things to fix.

5) Formation lights do not dim at night. They are bright white when off, and flourescent when on.
Been having problems with this for a while now.  Might be a while before I get this one squared away.

Overall, this is amazing progress! I would love to help out and do a few textures when the paint kit is available!
Thanks!  Any and all help is greatly appreciated.

Jimi


Title: Re: New FSXBA Hornet
Post by: fullcoupe on October 28, 2014, 02:42:30 am
Just a note on the afterburner effect, I was digging around in the main aircraft directory and came across the effects folder. Dumped all of that into the main FSX\Effects\ directory and all is well. Duh!
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on October 28, 2014, 05:41:00 am
Does Anyone have any input on the way the Hornet really handles in ground effect?  Any feedback on this would be great.

It is my understanding that because of it's small wing surface area it tends to not have too much ground effect at all. In the groove behind the boat is has a much more pronounced desire to sink than the Rhino. I'll look for source material.
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on October 28, 2014, 05:59:57 am
Did not see any ground effect mentioned in these 6 pages (attached) from Hornet A/B/C/D NATOPS - interesting WARNING however:
http://info.publicintelligence.net/F18-ABCD-000.pdf (18Mb)

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WARNING
Commanding full aft stick deflection with the ejection seat within 1.75 inches of the top limit can cause the lower ejection handle to snag on the air-to-air weapon select switch and result in inadvertent ejection. In particular, during stabilator braking after a full stop landing the control stick should be pulled back only the minimum required distance to command full stabilator authority. Inadvertent ejections have occurred after stabilator braking when the pilot has released full aft stick.
Title: Re: New FSXBA Hornet
Post by: Victory103 on October 28, 2014, 11:13:11 am
For those of that fly both the legacy and Rhino, good read over on the VRS forums for posed questions for a RL Rhino pilot going through the FRS at VFA-106. I have not see a few of the legacy guys on the VRS forums in a year or so, but the above Naval Aviator has flown the "C" sim and might be able to answer some of the basic flight dynamic questions. At the very least I'm sure he has plenty of buds at Oceana flying Charlies. Many of these guys do not mess around with PC based flight sims, but "Navymid2011" does.

http://forums.vrsimulations.com/forums/phpBB3/viewtopic.php?f=7&t=13439&start=0
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on October 28, 2014, 03:36:45 pm
Yea Navymid is my go-to source for information usually. He's the one that told me that the Legacy settles a lot more in the groove than the Rhino.
Title: Re: R: New FSXBA Hornet
Post by: dreaminsight on October 28, 2014, 07:21:12 pm
Jimi, the jet is absolutely wonderful. but I have still an issue: I was  repainting the -D version in the colors of the Swiss Air Force, and after the first test I got the internal part of the cockpit, (the seat and all the rest) in a horrible lighting Blue. Do you also have this problem?
Thanks for the jet! ;)
Title: Re: New FSXBA Hornet
Post by: jimi08 on October 28, 2014, 11:23:09 pm
Thanks for the compliments.  As far as know, I think it has that issue with DX10.  Not really doing much on the D for now.  Concentrating on the Charlie.
Title: Re: R: New FSXBA Hornet
Post by: dreaminsight on October 29, 2014, 07:19:38 am
Ok. It's ok! I'll try to deactivate DX10 (11) and then i take a look.!
The Charlie and Delta are really awesome! :D
Title: Re: R: New FSXBA Hornet
Post by: dreaminsight on October 30, 2014, 11:21:29 pm
(http://www.fsfiles.org/flightsimshotsv2/images/2014/10/30/BwZnT.jpg)
Cheers

I did myself this Swiss texture, but there are some fixes i expect from my betatester, i'll release it soon.:D
Title: Re: New FSXBA Hornet
Post by: Archi on October 31, 2014, 12:31:34 am
Hi!

I had to change from FSX to P3D because my HDD died. My 1st addon to fresh P3D was FSXBA Hornet and I love it but all three MFD's are blank/empty. Is there anyone else who has encountered this problem? I have P3D 2.4. Do I need some files from FSX default hornet? Hope not cos I dont have FSX anymore  ???


Thanks in advance 

-Arto
Title: Re: New FSXBA Hornet
Post by: Orion on October 31, 2014, 12:44:04 am
You do need a file from FSX Acceleration, in particular the Hornet gauge.  The MFDs weren't reprogrammed and continue to use the FSX Acceleration Hornet avionics.
Title: Re: New FSXBA Hornet
Post by: Roller25 on October 31, 2014, 02:05:57 am
As Orion mentioned you need a gauge file from FSX:Acceleration.

It's the "FA-18.dll" file from your X:\Program Files (x86)\Microsoft Games\Microsoft Flight Simulator X\Gauges folder. Drop that file into your corresponding P3D folder and you're good to go.
Title: Re: New FSXBA Hornet
Post by: Archi on October 31, 2014, 08:20:30 am
Thank You! I got the file from Jimi via PM will try it after I get home.

-Arto


EDIT: In addition to adding the FA-18.dll-file I had to run the SimConnect.msi installer in "Prepar3D v2\redist\Interface\FSX-SP2-XPACK\retail\lib" and got MFD's working now (in case someone else is having the same issue).

Title: Re: New FSXBA Hornet
Post by: Tregarth on October 31, 2014, 05:31:05 pm
I apologise for asking a basic question but I have downloaded the F/A-18 as listed in Post 249.  I have tried to unzip the file direct into FSX but the folder did not unpack into the relevant folders so I have opened them and copied the contents e.g. Effects, .cfg and .air into their various locations manually.

But I have not seen a Model.XXX folder before so I am not sure where to put it (!)

Similarly where does Panel.Fleet, SoundAi and Amod_Log go?

Can somebody please tell me the paths for these folders/files.

Also, I do not really need to install all of the textures, can I just install 2 or 3 without any difficulties?

Thank you,

Tregarth
Title: Re: New FSXBA Hornet
Post by: Orion on October 31, 2014, 06:16:23 pm
I'm not sure what Amod_Log is, but the rest of the folders you mentioned go in the main FSXBA Hornet folder, alongside the aircraft.cfg.

If you don't want all the textures, you can remove both the folders and relevant entries from the aircraft.cfg; however, they will no longer be shown in multiplayer should someone else use it (instead it'll be substituted)

It may be worth noting that textures can fallback to other texture folders, so if you remove one, it may break other textures. An example of this is the default Acceleration Hornet's Blue Angels #1 texture folder -- it contains textures common to all repaints, and if you remove it, the other repaints won't show properly.
Title: Re: New FSXBA Hornet
Post by: Tregarth on November 01, 2014, 02:52:43 pm
Orion,

Thank you for your reply and valuable guidance.  The plane flies beautifully and using Paddles FCLP is a real challenge.

Best regards

Tregarth
Title: Re: New FSXBA Hornet
Post by: Orion on November 02, 2014, 06:27:12 am
Went for a flight with Ben (Afterburn93) in a slightly older than current version of the FSXBA Hornet.  Well done. :)

(https://i.imgur.com/IP1ZpxN.jpg)

(https://i.imgur.com/0ZJGs7w.jpg)

(https://i.imgur.com/ZGrdWlt.jpg)
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on November 02, 2014, 04:25:24 pm
Out of curiosity....has anyone tried to add TacPack functionality to the FSXBA 2014 bird?

If not, I think I'll give it a try when I get some time.
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 03, 2014, 02:40:37 am
Hey Gents,

Fleet Variant Update FLT14.14 is now available for download. 

Link: https://drive.google.com/file/d/0B3So3WwTLPRZUHItcXhSRGVEYnM/view?usp=sharing

Updates include:
-Decreased gear threshold from 4400 fpm to 3200 fpm for more realistic landing tolerance (still looking for hard numbers for this though)
-Decrease static thrust from 11000 lbs to 10600 lbs.
-Adjusted wing sweep to 26 deg.
-Oswald Efficiency Factor set to 0.8.
-Wing twist adjusted to -4.1 deg.
-Updated Auto Rudder Logic. Re-visiting the "Active" system that constantly attempts to null out skid/slid while turning in Up & Away (UA) Flight.  Might notice a slight "wagging" of the tail.  Still working on smoothing this out.
-Ground effect added.
-Trying out new Afterburner Effects (Make sure to install them).
-New shutdown effects added.  Stabs and Flaps droop once hydraulic pressure drops below a certain PSI (engines shutdown).  Flaps and stabs raise to neutral position once pressure returns (engines running).
-Flap deployment speed adjusted to reflect realistic movement.
-Added Status Gauge (Shift+4).  Reflects basic configurations settings of the jet.
-Wheel brake strength has been reduced.
-Stabs and ailerons have been adjusted to show full movement while on ground.

As usual, any and all feedback is welcomed and appreciated.


-Jimi
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on November 03, 2014, 04:38:07 am
How this will translate to 'crash detection' I have no idea however here are some quotes about HIGH SINK Rate testing which will never deliberately go to the actual design break limit - the operation max. limit will always be less by about 20% I believe but don't quote me.

Unnatural Acts of Landing Patuxent River Naval Air Museum Association
The Kneeboard Mag'n Spring 2012

"...testing must also show that an aircraft can absorb these loads when:

- Its sink rate (how fast it descends) is high (as much as 26 feet per second!)..." [1,560 feet per minute] add 20% = 1,872 approx. will break it]

http://api.ning.com/files/8OBnZkm85rrIMYQKeV*ggLdFOJeVqjQZZd6TVym3edKjcGDND6Xeiz4Pmo1qdQel3UuSwHY4oOAYEPGPr3FYJaGwJlDafX1q/KneeboardSpring2012.pdf
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 03, 2014, 04:20:19 pm
Did some homework...

Based on some digging, I roughly calculated fpm per G.  On another forum, someone mentioned that landing with a 600 fpm descent rate gave them 1.8 G upon touchdown.  So after a quick calculation (600/1.8), you get about a G per every 333 fpm of descent rate.

Based on the referenceces that was provided here, we know the hornet touches down at around 2.7 G.  Again, after some quick math (333*2.7), you get a descent rate of about 900 fpm in order to get 2.7 G at touchdown.  Which sounds about right.

Look at Spaz's article (thanks by the way), looks like the max is 26 feet per second, which Spaz's math worked out to 1560, 1872 fpm, with a 20% safety buffer.

Based on that, I get a normal, operational fpm 900, high sink rate probably starts at around 1560, and structural limit at 1872.

You're looking at hitting the deck at around 5.6 Gs to break this jet at max trap, and about 3.5 Gs with at max takeoff weight.

Unless anyone has anything to refute this, these are the numbers that I will go with.  A little less for the nose gear of course.

-Jimi
Title: Re: New FSXBA Hornet
Post by: Roller25 on November 04, 2014, 12:06:57 am
I've already told you this Jimi - but damn, your attention to detail is impressive.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 04, 2014, 02:38:22 am
Hello Jimi,

some feedback. I have been fiddling around with the drag and flaps values. Here is what I have come up with so far.

- I have checked some of the flaps values you provided with references (page 127 of 902 on F18-ABCD-000.pdf) and changed them accordingly: Leading Flaps do NOT move full out when on the ground or approach, etc. They only do so in Auto mode. Have a look at the changes in the .cfg file I have included.
- The extending-time values seemed much too slow. From a youtube video someone linked here where they are tested pre-flight, it seems they can be moving very quickly.
- I have corrected the span-outboard values too, by adjusting values in relation to each other via visual comparison (e.g. measuring the pixels from a detailed sketch and a screen shot). They should be closer the the real deal now.

As a starting point for the performance (Vmax and drag) adjustments I have taken the default fsx drag coefficients (from within .air under 'Primary Aerodynamics' section 'Drag') and their relations to each other and made a series of tests concerning Vmax with different parasitic drag scalars (in .cfg file) representing different loadouts. As reference parasitic drag scalar values I took the ones from different CaptainSim D version loadouts, and adjusted the drag values inside the .air file accordingly to match Vmax at high altitude. You can test the results if you like for yourself. I have attached the latest .air and .cfg files. If do not want to adjust paths etc. you can work with this version here: http://www.fsdreamteam.com/forum/index.php/topic,10839.0.html ('New FSXBA Hornet' version)
For better understanding of the calculations I have added a screen shot of them below. The results seem to be promising.

Performance (At Maximum Takeoff Weight) F/A-18C/D:
- Max level speed: More than Mach 1.8
- Max speed, intermediate power: More than Mach 1.0
- Acceleration from 460knots to 920knots at 35,000ft: under 2 min (35,000ft: 460knots = Mach 0.79  ;  920knots = Mach 1.59)
See references posted here:
http://what-when-how.com/military-weapons/fighters-military-weapons/
http://www.fsdreamteam.com/forum/index.php?PHPSESSID=5igml7o8t6atmkmepmte2oadm4&topic=6944.435

Some more feedback:
- really like the new AB effects, looks more realistic to me.
- C version model error: in Trainer & BA model, pilot's heads are not moving and are looking funny, something with the hair/helmet seems to be wrong.
- I really like to work with the D version, but the blue color on internal parts of cockpit and canopy error is annoying. DX10 error? I'm still working with P3D 1.4, DX9 is showing errors here too!
- wing_dihedral value changed, to compensate for wing flex. When the FA-18 is static on the ground a dihedral of 2.5 degrees can be recognized (anhedral really, wing tips facing downward). But in flight even with no g-loads the wing tips get slightly lifted a little and the wings look almost to be leveled out, so I opted to change this value for more flight dynamics realism because the simulator cannot compensate for wing flex, which is just a visual thing. But then shouldn't this value be slightly negative by default for the FA-18? What do you think? References:
http://msdn.microsoft.com/en-us/library/cc526949.aspx
http://www.multiplyleadership.com/blog/wp-content/uploads/2012/01/Dihedral-Angle.png
http://previewcf.turbosquid.com/Preview/2014/05/25__00_39_09/F-18_Front_400x400.jpg5218b422-12ae-462e-a067-0372e7187e5eLarger.jpg
(By the way, your visual wing flex effect is awesome!)

- A few posts before I suggested a change of the wing sweep to 26.7 degrees which is obvious, but I ever wondered why the original developers had chosen 20 degrees? Now I found a source mentioning the Hornets wing sweep being "20° sweep at the quarter-chord". See here: http://what-when-how.com/military-weapons/fighters-military-weapons/
Especially with the LERXs' considered, in order to represent correct flight dynamics, I still would suggest a more 'realistic' assumed wing sweep of 26.7 degrees in the simulator being closer to the real deal than the originally choosen 20 degrees. But at least we know now where they got this number from, and I think I know why. When you take a 747 for instance, large parts of the leading edge flaps extract from inside and under the wing, changing the wing sweep over all during an approach, so when trying to compare airliners' wing sweeps it is being measured at the quarter-chord. But since the FA-18 does not extract and retract flaps that way and considering LERXs' I would go here with 26.7 degrees. In a Hornet A/B, C/D, E/F comparison ( http://www.dept.aoe.vt.edu/~mason/Mason_f/FA18.pdf ) 26.7 degrees for wing sweep (for C/D versions) are stated too. I hope this cleared things up.

- As for the design g load tolerances 8.0 vs. 7.5 I have read somewhere that the 8.0 were newer structurally enhanced wings/fuselage components compared to the older original ones, which can be retrofitted, but I cannot remember the source right now. I personally will stick with the 8.0 values here.

Thanks for the valuable thoughts concerning the landing gear values mentioned above, I will adjust them as soon as I get to it.

Best regards,

Peter
Title: Re: R: New FSXBA Hornet
Post by: dreaminsight on November 04, 2014, 07:25:38 am
Pyroperson87, This would be the top. ;D
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 04, 2014, 04:51:13 pm
hd764jvgd843,

- I have checked some of the flaps values you provided with references (page 127 of 902 on F18-ABCD-000.pdf) and changed them accordingly: Leading Flaps do NOT move full out when on the ground or approach, etc. They only do so in Auto mode. Have a look at the changes in the .cfg file I have included.
- The extending-time values seemed much too slow. From a youtube video someone linked here where they are tested pre-flight, it seems they can be moving very quickly.
- I have corrected the span-outboard values too, by adjusting values in relation to each other via visual comparison (e.g. measuring the pixels from a detailed sketch and a screen shot). They should be closer the the real deal now.
-Roger.  If the original values were off, they shouldn't have been off by much.  
-As far as the speed, I did the same thing.  I took a look at the preflight checks done on this https://www.youtube.com/watch?v=ksmHlQtaW4Y  (https://www.youtube.com/watch?v=ksmHlQtaW4Y) video and matched.  At about 1:53, the flap movement came out to about 5 or 6 seconds from up to full.  The other movements are tested with flaps as a function of control system (i.e. flaperons, etc).  Though I included that in this one, but it might have been on another aircraft.cfg that I've been working on.  I'll check when I get home.  Also keep in mind, that you have to be carefull with the auto flaps as it is an easy way to cause packet flooding in multiplayer servers.  I remember a while back, I had to intentionally extend the times so that it reduced the packed flooding and allowed for better performance on multiplayer mode.
-I did something similar IRT calculating the  flap span length.

As a starting point for the performance (Vmax and drag) adjustments I have taken the default fsx drag coefficients (from within .air under 'Primary Aerodynamics' section 'Drag') and their relations to each other and made a series of tests concerning Vmax with different parasitic drag scalars (in .cfg file) representing different loadouts. As reference parasitic drag scalar values I took the ones from different CaptainSim D version loadouts, and adjusted the drag values inside the .air file accordingly to match Vmax at high altitude. You can test the results if you like for yourself. I have attached the latest .air and .cfg files. If do not want to adjust paths etc. you can work with this version here: http://www.fsdreamteam.com/forum/index.php/topic,10839.0.html ('New FSXBA Hornet' version)
For better understanding of the calculations I have added a screen shot of them below. The results seem to be promising.
-A while back, I was provided some performance data from SLUDGE about Legacy Hornet data.  It showed different variables such as speed based on altitude and power setting.  Acceleration timess and speeds with same power setting, but at different altitudes.  I calculated thrust and drag tables based on the following steps (simplified)
1.  Started out with a slick, drag free jet.
2.  Took the Thrust specific fuel consumption of the GE-F404s and calculated thrust per given fuel flow and throttle setting
3.  After matching thrust curves, I referenced the data given to me by SLUDGE and matched the speed provided, given the fuel flow and altitude.  As you can imagine, the jet was pretty fast due to having no drag assigned to it.  This is where I adjusted the drag values to lower the speed to match what was provided with the data.
4.  Found the ratio for speed rate of decay at altitude and adjusted power output values at altitude so the jet would keep speed at altitude versus losing it  (unlike most jets in FSX).
5.  Tweaked a few other .air files to adjust for Supersonic thrust and drag.
6.  Used the same basic technique to match flap lift and drag values in the landing configuration.  Getting the FULL flap values right, should directly translate to HALF flap values.
I understand I don't have it all the way down yet.  Believe me, still working at it.

- really like the new AB effects, looks more realistic to me.
Thanks.

- C version model error: in Trainer & BA model, pilot's heads are not moving and are looking funny, something with the hair/helmet seems to be wrong.
-Hmm.  I'll take a look at that.

- I really like to work with the D version, but the blue color on internal parts of cockpit and canopy error is annoying. DX10 error? I'm still working with P3D 1.4, DX9 is showing errors here too!
-Hate to say it, but the two seater is pretty low on the priority list at this point.  We have come to a stop on this one until I can get a dedicated modeler to help out.

- wing_dihedral value changed, to compensate for wing flex. When the FA-18 is static on the ground a dihedral of 2.5 degrees can be recognized (anhedral really, wing tips facing downward). But in flight even with no g-loads the wing tips get slightly lifted a little and the wings look almost to be leveled out, so I opted to change this value for more flight dynamics realism because the simulator cannot compensate for wing flex, which is just a visual thing. But then shouldn't this value be slightly negative by default for the FA-18? What do you think?
-Since the sim doesn't compensate for wing flex and it is normally around zero in flight, why not just keep it zero?  Wing performance in the air takes priority over wing performance on the ground.

- A few posts before I suggested a change of the wing sweep to 26.7 degrees which is obvious, but I ever wondered why the original developers had chosen 20 degrees? Now I found a source mentioning the Hornets wing sweep being "20° sweep at the quarter-chord". See here: http://what-when-how.com/military-weapons/fighters-military-weapons/
Especially with the LERXs' considered, in order to represent correct flight dynamics, I still would suggest a more 'realistic' assumed wing sweep of 26.7 degrees in the simulator being closer to the real deal than the originally choosen 20 degrees. But at least we know now where they got this number from, and I think I know why. When you take a 747 for instance, large parts of the leading edge flaps extract from inside and under the wing, changing the wing sweep over all during an approach, so when trying to compare airliners' wing sweeps it is being measured at the quarter-chord. But since the FA-18 does not extract and retract flaps that way and considering LERXs' I would go here with 26.7 degrees. In a Hornet A/B, C/D, E/F comparison ( http://www.dept.aoe.vt.edu/~mason/Mason_f/FA18.pdf ) 26.7 degrees for wing sweep (for C/D versions) are stated too. I hope this cleared things up.
-Good to know.  We'll keep it at 26.7.

- As for the design g load tolerances 8.0 vs. 7.5 I have read somewhere that the 8.0 were newer structurally enhanced wings/fuselage components compared to the older original ones, which can be retrofitted, but I cannot remember the source right now. I personally will stick with the 8.0 values here.
-Roger.  I will stick with 5.5 (over 44K lbs), 7.5 (under 44K lbs) and 10 (limiter off)

Thanks for the valuable thoughts concerning the landing gear values mentioned above, I will adjust them as soon as I get to it.
-No problem.


-Jimi
Title: Re: New FSXBA Hornet
Post by: Hanimichal on November 05, 2014, 03:33:13 pm
Hey Jimi..
First off.. I love the Legacy Hornets!!!
 Kinda off the topic I guess, but I was wondering if there was a paint kit for her....

Here, I sharing my paint kit, there are two models I recommend to have the both, is what I used in my works, many layers and details, it will be very helpful for any beginner in this model , please read the text included
download first from here https://e-nautia.com/hanimichal/disk/FSX FA-18c FSXBA/FA-18C_FSXBA2014_Hani_Paintkit1.zip (https://e-nautia.com/hanimichal/disk/FSX FA-18c FSXBA/FA-18C_FSXBA2014_Hani_Paintkit1.zip)
and the second from here https://e-nautia.com/hanimichal/disk/FSX FA-18c FSXBA/FA-18C_FSXBA2014_Hani_Paintkit2.zip (https://e-nautia.com/hanimichal/disk/FSX FA-18c FSXBA/FA-18C_FSXBA2014_Hani_Paintkit2.zip)
Title: Re: New FSXBA Hornet
Post by: Dman on November 05, 2014, 04:57:06 pm
Thank you Hanimichal !!!!
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 08, 2014, 12:51:47 am
Thanks for sharing the paint kit Hanimichal, it is really great!

I dug up my old CorelDraw and had a look at the files. It will get some time to get used to working with all those layers - at least for me! It took me a while to get to know my way around the textures for the fsx and CS models, right now I am fairly confident, although my work is not nearly as detailed and sophisticated as the paint kit you have provided. But I will definitely give it a try in my future textures for Jimi's New Hornet models.

Best regards

Peter
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 08, 2014, 12:58:34 am
Hello Jimi,

browsing through the aircraft.cfg I just noted in the [lights] section an effect called 'fx_fuselage_light_Dante' but I could not find it anywhere in the local folders, neither in any of the downloads provided.

I noticed an odd behavior when enabling and disabling the wingflex effect. I could be disable for all models A-A, A-Gs, and Clean, except the Training model. I even renamed the Wingflex.xml, but the effect was still present. Could it be hardcoded somewhere directly in the model file?

Best regards,
Peter
Title: Re: New FSXBA Hornet
Post by: Hanimichal on November 08, 2014, 02:23:02 am
Thanks for sharing the paint kit Hanimichal, it is really great!

I dug up my old CorelDraw and had a look at the files. It will get some time to get used to working with all those layers - at least for me! It took me a while to get to know my way around the textures for the fsx and CS models, right now I am fairly confident, although my work is not nearly as detailed and sophisticated as the paint kit you have provided. But I will definitely give it a try in my future textures for Jimi's New Hornet models.

Best regards

Peter

I messed up the name product, is Corel PHOTO-PAINT, it come with corel DRAW.
And exactly I use the corel-DRAW in very limited scale, and the Corel PHOTO-PAINT to do 95% of all other things in the airplane skins
Title: Re: New FSXBA Hornet
Post by: Victory103 on November 08, 2014, 01:45:46 pm
1st FCF complete on 14.14 build, no mention in previous posts on over-corrections by the autorudder, anyone else have this issue? Straight and level 1g flight, not sure if it is upper level winds d/l from FSrealWX-lite or what. FSX Realism "general" setting full right, "autorudder" unchecked. Shft+4 status shows autorudder on for the FCS I assume? FCS is making full generally left rudder inputs regardless of airspeed or AoA.
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 08, 2014, 02:48:37 pm
1st FCF complete on 14.14 build, no mention in previous posts on over-corrections by the autorudder, anyone else have this issue? Straight and level 1g flight, not sure if it is upper level winds d/l from FSrealWX-lite or what. FSX Realism "general" setting full right, "autorudder" unchecked. Shft+4 status shows autorudder on for the FCS I assume? FCS is making full generally left rudder inputs regardless of airspeed or AoA.

Hey Victory, yes I noticed the same thing this week with the autorudder. I've been working on this and believe I have a solution. Got to do a little more testing. I will report back and post an update tomorrow or Monday.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 09, 2014, 08:14:21 pm
Hello Jimi,

I have adjusted the plane's specular maps, weapons textures and weapons specular maps, so the sunlight is not being reflected that much and the overall look is more tarnished, which I think looks more realistic.
- New_FSXBA_FA-18_Hornet_patch3: http://www7.zippyshare.com/v/75271222/file.html

Concerning the dihedral/anhedral topic I took some more detailed looks at pictures and airshow videos and realized that due to the point of view and different flaps positions it sometimes seems as if the wings were almost level but they are not. I found some very good pictures from where you can actually deduce the actual anhedral of -2.5 degrees (slow speed, no g load). During high g turns the entire wing flexes and not only the outer part - as much as +2.5 degrees (anhedral becoming dihedral). See video.
-
(right at the beginning at 0:04 you can see the extreme flexing of the entire wing under high g load)
- http://www.bullshift.net/data/images/2013/11/mcdonnell-douglas-fa-18-hornet-aircraft.jpg (realistic anhedral in flight, slow and no g load, resembles that on the ground, see next link)
- http://cdn.superbwallpapers.com/wallpapers/aircraft/mcdonnell-douglas-fa-18-hornet-34304-1920x1080.jpg (anhedral on the ground)
- http://upload.wikimedia.org/wikipedia/commons/f/f1/US_Navy_031025-N-6536T-004_An_F-A-18_Hornet_assigned_to_the_Mighty_Shrikes_Strike_Fighter_Squadron_Nine_Four_%28VFA-94%29_in-flight_over_the_Western_Pacific_Ocean._The_Nimitz_Carrier_Strike_Force_and_Carrier_Air_Wing_Eleven_%28CVW-1.jpg (wing appears to have a dihedral due to flaps positions)

In order to model flight dynamics correctly a compromise would be something in between, although I would emphasize normal flight conditions over extreme ones, so I would suggest a slightly reduced anhedral of -1.5 degrees would be something to live with.
The model, as shown, does not have enough anhedral being displayed, for the wings seem almost to be leveled out, maybe you can put this on a 'to do list' for later. It would be nice if the visual wingflex would effect the whole wing and not just the outer part, too.

I hope I don't bore you with all this feedback and suggestions.

Best regards,

Peter

P.S. Could you provide some information what software/tools (AutoCAD, FreeCAD, google Sketchup,...) would be needed to work on the model and make some of the suggested small changes. Years back during my university time I have had some AutoCAD experiences, and I should know my way around to make at least some small changes. Would you be willing to provide the model to work with?
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 10, 2014, 07:16:58 pm
Hello Jimi,

I have adjusted the plane's specular maps, weapons textures and weapons specular maps, so the sunlight is not being reflected that much and the overall look is more tarnished, which I think looks more realistic.
- New_FSXBA_FA-18_Hornet_patch3: http://www7.zippyshare.com/v/75271222/file.html

Concerning the dihedral/anhedral topic I took some more detailed looks at pictures and airshow videos and realized that due to the point of view and different flaps positions it sometimes seems as if the wings were almost level but they are not. I found some very good pictures from where you can actually deduce the actual anhedral of -2.5 degrees (slow speed, no g load). During high g turns the entire wing flexes and not only the outer part - as much as +2.5 degrees (anhedral becoming dihedral). See video.
-
(right at the beginning at 0:04 you can see the extreme flexing of the entire wing under high g load)
- http://www.bullshift.net/data/images/2013/11/mcdonnell-douglas-fa-18-hornet-aircraft.jpg (realistic anhedral in flight, slow and no g load, resembles that on the ground, see next link)
- http://cdn.superbwallpapers.com/wallpapers/aircraft/mcdonnell-douglas-fa-18-hornet-34304-1920x1080.jpg (anhedral on the ground)
- http://upload.wikimedia.org/wikipedia/commons/f/f1/US_Navy_031025-N-6536T-004_An_F-A-18_Hornet_assigned_to_the_Mighty_Shrikes_Strike_Fighter_Squadron_Nine_Four_%28VFA-94%29_in-flight_over_the_Western_Pacific_Ocean._The_Nimitz_Carrier_Strike_Force_and_Carrier_Air_Wing_Eleven_%28CVW-1.jpg (wing appears to have a dihedral due to flaps positions)

In order to model flight dynamics correctly a compromise would be something in between, although I would emphasize normal flight conditions over extreme ones, so I would suggest a slightly reduced anhedral of -1.5 degrees would be something to live with.
The model, as shown, does not have enough anhedral being displayed, for the wings seem almost to be leveled out, maybe you can put this on a 'to do list' for later. It would be nice if the visual wingflex would effect the whole wing and not just the outer part, too.

I hope I don't bore you with all this feedback and suggestions.

Best regards,

Peter

P.S. Could you provide some information what software/tools (AutoCAD, FreeCAD, google Sketchup,...) would be needed to work on the model and make some of the suggested small changes. Years back during my university time I have had some AutoCAD experiences, and I should know my way around to make at least some small changes. Would you be willing to provide the model to work with?


Although I changed the dihedral to -1.5, didn't really notice much difference in terms of flight performance.  Again, I have to stress here, my goal is to match the flight characteristics that the FCS gives the aircraft.  Simply matching aircraft numbers in the aircraft.cfg will to directly translate to a more "realistic" flying aircraft.  If the Hornet did not have an FCS controlling the flight logic and performance of the aircraft, then these inputs would be a direct contribution to replicating the performance of the aircraft. 

Initially we tried to flex the entire wing but ran into a few complications in the process.  So we just stuck to flexing just the tip. 

Thanks for adjusting the textures and specular maps on the weapons.  They look good!

You definitely don't "bore" me with the feedback.  I value it.  Thanks for taking the time and energy with this project.  It is always welcomed.

As far as software/tools, I believe SPINS used 3D Max to make the model.  I do not have the source files for the jet, can as far as I know, it is impossible to get them now.  This means you most likely will have to de-compile the 3D model and reconstruct there.  Doing so takes out A LOT of things that you would have to redo such as reanimation of switches, control surfaces, and texture remaping. 
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 10, 2014, 09:02:21 pm
Gents,

Fleet Version 14.15. Update:

Link: https://drive.google.com/file/d/0B3So3WwTLPRZTEhOSml5SmF5MFk/view?usp=sharing


Updates the following:

-Updated Auto Rudder
-Anhedral re-adjusted to 1.5 (-1.5 for your dihedral types)
-Included Peter's weapons textures and maps
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 10, 2014, 09:54:46 pm
Hello Jimi,

would you be willing trying to contact SPINS and ask him politely if he could fix a few issues we stumbled upon with the model:
- adjusting wing anhedral (slightly increased) and
- fixing the pilot heard/hair issues with c version models in clean/BA and trainer configurations
would be very nice. In case he is willing to do some more work and improve the model even further something like the following items would be nice:
- fixing the 'blue' canopy issues with the d version model
- creating similar d models for the same c version loadouts: A-A, A-G's, Clean/BA, and trainer configurations
- maybe some other A-A and A-G loadout variations, one with 2 and one with 3 tanks, for c and d versions.

Flexing the whole wing, you would have to flex the flaps in all the various positions dynamically during the flight. I assume this is what may have caused issues, and would have put a huge toll on fps, too.

Matching the flight characteristics in the FCS for a changing anhedral, I believe you would have to create another gauge with different anhedral/dihedral values for different g loads present during flight. I must confess that I have had that idea, too, but dismissed it - maybe too early - because I am not a programmer and I wouldn't know where to start with. But, if you like, I could work on a table for different anhedral values vs. g loads present, which could be programmed into a gauge (assumed the g loads calculated and shown in the gauge are correct, we could work with these numbers).

Thanks for fixing the Auto Rudder. I haven't really noticed, because I usually fly without it, but I will give it a try.

Peter

P.S. The link you have provided for 14.15 does not seem to work.
Title: Re: New FSXBA Hornet
Post by: Snake on November 10, 2014, 10:14:37 pm
Nothing to test fly on that link. Am i missing something?
Title: Re: New FSXBA Hornet
Post by: Jamal on November 10, 2014, 11:03:03 pm
Hello Jimi,

would you be willing trying to contact SPINS and ask him politely if he could fix a few issues we stumbled upon with the model:
- adjusting wing anhedral (slightly increased) and
- fixing the pilot heard/hair issues with c version models in clean/BA and trainer configurations
would be very nice. In case he is willing to do some more work and improve the model even further something like the following items would be nice:
- fixing the 'blue' canopy issues with the d version model
- creating similar d models for the same c version loadouts: A-A, A-G's, Clean/BA, and trainer configurations
- maybe some other A-A and A-G loadout variations, one with 2 and one with 3 tanks, for c and d versions.

Flexing the whole wing, you would have to flex the flaps in all the various positions dynamically during the flight. I assume this is what may have caused issues, and would have put a huge toll on fps, too.

Matching the flight characteristics in the FCS for a changing anhedral, I believe you would have to create another gauge with different anhedral/dihedral values for different g loads present during flight. I must confess that I have had that idea, too, but dismissed it - maybe too early - because I am not a programmer and I wouldn't know where to start with. But, if you like, I could work on a table for different anhedral values vs. g loads present, which could be programmed into a gauge (assumed the g loads calculated and shown in the gauge are correct, we could work with these numbers).

Thanks for fixing the Auto Rudder. I haven't really noticed, because I usually fly without it, but I will give it a try.

Peter

P.S. The link you have provided for 14.15 does not seem to work.


Yeah, I deleted the model quite awhile ago. Sorry man.

Jamal "Spins"
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 10, 2014, 11:06:53 pm
Nothing to test fly on that link. Am i missing something?

Sound work now.  Sorry about that.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 11, 2014, 12:06:06 am
Hello Jamal,

thanks for the quick reply. If I understand Jimi correctly, importing the model itself does not seem to be the problem, but recreating the functionality (control surfaces and switches) and retexturing it.

I have opened various fsx models with ModelConverterX, but I do not yet have any software to import these into. I will try to get my hands on a trial version, have a look at the models and then decide what to do.

Could you provide some more information please, concerning:
- How long did you work on this project altogether (weeks/months?, how many hours did you put into it - an estimate?, what work did take the most time?, what were the most difficult tasks to accomplish - in your opinion?)
- Did you start from scratch or did you have a model to start with? (if so, which one did you use?)
- Do you have any other data or information left that could help us modifying the model, or make certain changes to it, without having to decompile and reconstruct? (fixing the blue canopy issue for the d version model, or correcting the the pilot helmet/head issues? or, is it impossible without having to decompile and reconstruct?)
- Would you be willing to help/put some work into it again, in case I tried to decompile and reconstruct the current model, in order to fix some issues, or would you consider this a waste of time, considering the amount of time that needs to be invested in order to recreate the current state? What is your opinion?

I would really like to have your input here, because you have created one of the best FA-18 models I have seen so far, and have been down this road before!

Peter
Title: Re: New FSXBA Hornet
Post by: Sundog on November 11, 2014, 01:52:07 am
FYI,

From the manufacturer's (McDonnell Douglas) drawings regarding the F/A-18, since it seems to be a topic now;

Wing Dihedral: -3.0 degrees

Horizontal Tail Dihedral: -2.0 degrees

Best regards,

Ken

P.S.- After reading some of the comments regarding wing sweep, there are two references for wing sweep, the quarter chord sweep angle, which is 20 degree for the F/A-18, and the leading edge sweep angle which is 26.64 degrees. The quarter chord sweep angle is for subsonic airflow reference, since that is where the thickest part of the wing is located. So, if you do any subsonic aerodynamic calculations, you use that sweep angle. If you are performing supersonic aerodynamic calculations, those equations will use the wing leading edge sweep angle since the critical Mach number is important in compressible flow. An upper case lambda usually represents the quarter chord sweep angle. Sometimes you will see it with a "1/4" subscript. The leading edge sweep is usually represented by the upper case lambda with a "l.e." subscript for leading edge.


Title: Re: New FSXBA Hornet
Post by: Jamal on November 11, 2014, 05:41:58 am
Hello Jamal,

thanks for the quick reply. If I understand Jimi correctly, importing the model itself does not seem to be the problem, but recreating the functionality (control surfaces and switches) and retexturing it.

I have opened various fsx models with ModelConverterX, but I do not yet have any software to import these into. I will try to get my hands on a trial version, have a look at the models and then decide what to do.

Could you provide some more information please, concerning:
- How long did you work on this project altogether (weeks/months?, how many hours did you put into it - an estimate?, what work did take the most time?, what were the most difficult tasks to accomplish - in your opinion?)
- Did you start from scratch or did you have a model to start with? (if so, which one did you use?)
- Do you have any other data or information left that could help us modifying the model, or make certain changes to it, without having to decompile and reconstruct? (fixing the blue canopy issue for the d version model, or correcting the the pilot helmet/head issues? or, is it impossible without having to decompile and reconstruct?)
- Would you be willing to help/put some work into it again, in case I tried to decompile and reconstruct the current model, in order to fix some issues, or would you consider this a waste of time, considering the amount of time that needs to be invested in order to recreate the current state? What is your opinion?

I would really like to have your input here, because you have created one of the best FA-18 models I have seen so far, and have been down this road before!

Peter

Heya Peter,
The model(s) was a lower poly version of a more complex project I had started from scratch years ago, which funny enough started from a MUCH lower poly model I developed for EFalcon (a Falcon4 derivative after the source code was leaked in the late 90's). So, in a sense, the model file through many iterations is nearly 15 years old...
Anywho, no I can't work on it. Would it be worth converting through Modelconverter? Personally I would say no, because you'd essentially have to rebuild the model anyway, including re-applying textures, fixing anomalies, and re-animating. I'm working on a higher poly version of the A through D for TacPack, and amongst other projects such as an F-4B, I don't have the time for it.

Jamal
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 11, 2014, 10:22:53 am
Hello Ken,

thanks for the updates on the dihedral and wing sweep discussion and how these impact flight dynamics! I guess a changed wing sweep angle for subsonic and supersonic speed could be realized via another gauge.
- Do you have more information regarding the transition between subsonic and supersonic flight or should we just assume a linear one for reasons of simplicity?

- Did you get the wing dihedral of -3.0 degrees by visual comparison or is that value specifically mentioned in the drawings? - You said the resource are McDonnell Douglas drawings, for which version do they apply - early A/B or upgraded C/D versions?
- Could you provide a (partial) scan/screenshot or upload of the source you have?

I know that some values were considerably changed between the older A/B versions and the updated C/D ones. A good comparison can be found here: http://www.dept.aoe.vt.edu/~mason/Mason_f/FA18.pdf
Regrettably, no dihedral values are mentioned in this resource.

Peter
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 11, 2014, 10:31:53 am
Hello Jamal,

thanks for the insights and your opinion! So I guess a decompilation and recreation is out of the question, at least for me and my limited abilities in that area of expertise.

You mentioned working on a higher poly version of an A through D version for TacPac. Does this mean it is a commercial project, or do you just mean an integration of TacPac weapons functionality, like Dino Cattaneo has realized throughout his projects?

Peter
Title: Re: New FSXBA Hornet
Post by: Jamal on November 11, 2014, 02:52:10 pm
Heya Peter,
It'll be VRS Superbug level in detail and functionality.
Here's my Flickr photostream with some older pics of the Hornet that I'm working on:
https://www.flickr.com/photos/27277424@N04/ (https://www.flickr.com/photos/27277424@N04/)


Jamal
Title: Re: New FSXBA Hornet
Post by: Sundog on November 11, 2014, 03:48:23 pm
Hello Ken,

thanks for the updates on the dihedral and wing sweep discussion and how these impact flight dynamics! I guess a changed wing sweep angle for subsonic and supersonic speed could be realized via another gauge.
- Do you have more information regarding the transition between subsonic and supersonic flight or should we just assume a linear one for reasons of simplicity?

- Did you get the wing dihedral of -3.0 degrees by visual comparison or is that value specifically mentioned in the drawings? - You said the resource are McDonnell Douglas drawings, for which version do they apply - early A/B or upgraded C/D versions?
- Could you provide a (partial) scan/screenshot or upload of the source you have?

I know that some values were considerably changed between the older A/B versions and the updated C/D ones. A good comparison can be found here: http://www.dept.aoe.vt.edu/~mason/Mason_f/FA18.pdf
Regrettably, no dihedral values are mentioned in this resource.

Peter

Hi Peter,

FS definitely uses the subsonic wing sweep as it wasn't designed for supersonic aerodynamics. I've thought of making some models for fs and to handle the supersonic part of the flight envelope I was just thinking of making gauges to control the CL and CD for supersonic flight and creating a wave drag gauge.

As for the dihedral it's listed in the data table and didn't change from the a/b to the c/d. It's in there along with t/c, aspect ratio, chord lengths etc. it's not my drawing so I don't know that I can post it but I'll try and find a link to where I think I found the drawing later tonight when I get home from work.
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 11, 2014, 05:02:39 pm
Hey Everyone,

Has anyone been successful in getting this Hornet to work in P3Dv2 yet.  I've imported the aircraft, but none of the gauges that I've designed seem to work.  Any ideas?
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 11, 2014, 06:46:06 pm
Hey Everyone,

Has anyone been successful in getting this Hornet to work in P3Dv2 yet.  I've imported the aircraft, but none of the gauges that I've designed seem to work.  Any ideas?

Hello Jimi,

funny that you mention that, now. I have just last weekend installed the new P3D v2.4 and tested it with my AMD R9 270X I got a month earlier, because I was keen on testing DX11 effects. I've got everything working perfectly but was somewhat disappointed with the overall results.

Installation:
1) Installed P3D v2 and latest updates into a VM. Then, copied files, license, and necessary registry entries from VM into my real system. I have had in the past several bad experiences, where installers (P3D, Rex, etc.) screwed my system up so badly it took me weeks in order to get things fixed (uninstall failed and reinstall too). So, this proceeding is standard for me, now, each time I tryout something. I did NOT startup P3D v2 in the VM, because I wanted scenery indexes, etc. generated on my real system. Created Prepar3D v2 folders in ProgramData and AppData manually with files from VM. First startup was without problems, adjusted some of the graphics settings, screen resolution and closed P3D v2.

Transfer from P3D to P3D v2:
2) Copied the following folders from my P3D installation into the P3D v2 folder, WITHOUT replacing already existing files in P3D v2 folder (so nothing new gets deleted, but all missing files will all be added!)
- AICarriers
- A2A
- effects
- gauges
- modules
- scenery
- Simobjects (just copy the Hornets first, all other planes later)
- sound
- texture
In order to get A2A and AIcarriers or FSUIPC working, you need to copy from
C:\Users\Administrator\AppData\Roaming\Lockheed Martin\Prepar3D ...to...
C:\Users\Administrator\AppData\Roaming\Lockheed Martin\Prepar3D v2
some xml files (make sure to open them and check/adjust the paths for the P3D v2 version accordingly!)

In order to get your scenery (index) working you need to copy scenery.cfg from
C:\ProgramData\Lockheed Martin\Prepar3D ...to...
C:\ProgramData\Lockheed Martin\Prepar3D v2
(make sure to open them and check/adjust the paths for the P3D v2 version accordingly!)

Once you have done that everything should be working fine.

3) Results:
- Although my new DX11 graphics card should be 4 times as fast as my old DX10 ones, fps in P3D v2 was NOT fluent with the same mid range settings I currently run under DX9 with P3D v1.4. Maybe my pc is too old, or graphics drivers are not jet optimized for P3D v2/DX11 (tessellation enabled/disabled made no big difference in fps, visuals just looked better, still lagging). Maybe NVIDIA is the way to go for P3D v2, at least what I have read.
- Although running P3D 1.4/DX9 gave me around 20/30 fps more compared to my old graphics card HD3870.

What made me switch back to P3D v1.4 finally was the following:
- Bad FPS compared to DX9, unless you have real killer hardware
- Blurry overall look (with AA+Anisotropic maxed out)
- Hornet effects AB, vapor trails, etc. if present did not look as good as before, a lot of them missing/not working!
- Captain Sim Hornet, canopy showed major errors.
- Water under DX11 looks too dark and unrealistic, even with HDR lightning tweak applied
- A lot of visual glitches and inconsistencies, flickering and NO smooth fps (reflections are not positioned correctly under objects such as bridges and buildings - it is somewhat irritating)
- some AIcarrier objects seem to be misplaced, e.g. hovering over the carrier instead of being placed on the deck.

On the other hand the original fsx hornet model and the New FSXBA Hornet model seem to be working without any glitches under DX11.

If you put all that aside for a while, and max out visual settings and have a look around, the overall visual experience is simply stunning and P3D v2/vX's will be the thing to go in the future.

As I personally prefer fluent fps and realistic flight behavior/FCS over visual bloom and lightning effects, I will stick with P3D v1.4 and DX9 for the time being.

Peter
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 11, 2014, 07:08:30 pm
Heya Peter,
It'll be VRS Superbug level in detail and functionality.
Here's my Flickr photostream with some older pics of the Hornet that I'm working on:
https://www.flickr.com/photos/27277424@N04/ (https://www.flickr.com/photos/27277424@N04/)

Jamal

Nice to hear! Your models look awesome!

Is there an ETA?
Will the new model be compatible with the textures and the FCS we currently use and work on, or do we need to start from scratch?

Title: Re: New FSXBA Hornet
Post by: rsgunner on November 11, 2014, 08:10:15 pm
Hey Everyone,

Has anyone been successful in getting this Hornet to work in P3Dv2 yet.  I've imported the aircraft, but none of the gauges that I've designed seem to work.  Any ideas?

I use P3D 2.4 and have no problems that I am aware of with the gauges. I look forward to each release version of the Hornet.

Russ
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 11, 2014, 09:03:56 pm
Need some help!

I am trying to create two new gauges, one that adjusts wing_dihedral to certain g loads present, and one that adjusts wing_sweep to subsonic and supersonic speed.

Here is what I have done so far.
1) I created in the panel.cfg two new gauges like this:

gauge61=FCS!Wing_Dihedral,
gauge62=FCS!Wing_Sweep,

2) I added the needed .xml files in the FCS folder and tried to put some code into them but I am missing information on how to address wing_dihedral and wing_speep values in the aircraft.cfg that will change the flight behavior according to current g forces respectively speed.

3) I am not sure how to create the needed entries in the DataGauge.xml file in the Gauge folder? Is there a list for all variables in the .air and aircraft.cfg file, and how they can be addressed. I have had a look at Auto_Flaps.xml but could not reproduce how the flap values in aircraft.cfg are really addressed or where they are defined?

Peter
Title: Re: New FSXBA Hornet
Post by: Jamal on November 11, 2014, 10:03:11 pm


Nice to hear! Your models look awesome!

Is there an ETA?
Will the new model be compatible with the textures and the FCS we currently use and work on, or do we need to start from scratch?


[/quote]

Heya Peter,
Nope to both. I hope to have some more updates up on the Legacy Hornet soon-ish.

Jamal
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 11, 2014, 10:13:00 pm
Peter,

So all of the FCS gauges such as pitch auto-trim, auto rudder and auto flaps are working for you in P3Dv2?  Maybe I am missing something...
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 11, 2014, 11:14:12 pm
Peter,

So all of the FCS gauges such as pitch auto-trim, auto rudder and auto flaps are working for you in P3Dv2?  Maybe I am missing something...

Yep, everything seems ok for me!

I could lower the flaps, before the start, gear retracted/extracted, spoiler worked, flaps went into auto mode, as far as I remember and the plane had the same feel during the few flights I took. I did not notice any strange behavior so far. I still have the installation of P3D v2 on my system, just put the DX11 card back into my other system, so I can test v2 only under DX10 (with plane ground shadows missing) but functionality is the same. I have not yet tested your latest build 14.15 but I will report back in a few minutes.

Version: FA-18C_FSXBA2014 FLT14.15 is working fine, all gauges seem to be working!

AutoRudder behaviour is much better now, especially during slow speed! Thanks! Buy you forgot to fix the flaps positions, leading edge still is fully extracting while on ground/approach mode, as reported.

Peter
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 11, 2014, 11:40:23 pm
Very interesting....

None of my flight gauges seem to work for me...

Did you have to do something special to get them to work in P3Dv2?  Adjustments to the gauges or simconnect or anything like that?
Title: Re: New FSXBA Hornet
Post by: Roller25 on November 12, 2014, 12:01:01 am
Hey Jimi

I'm on 2.4. Works fine here. All I did was drop the folder into the simobjects/airplanes folder as per FSX. The only other thing I had to do was bring the f18.dll file over from FSX and drop that into the main gauges folder.

Luke.
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 12, 2014, 12:10:46 am
Hmm...  So if you are in the Charlie, and you press Shift + 8 to see the gauges, and you take off, do you see the trim (upper right side) automatically adjusting once you let go of the stick?  Does it zero out once you push or pull on the stick?  Do your flaps automatically lower with increasing AOA?

I see my visual effects gauges work fine, just nothing that controls flight controls.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 12, 2014, 12:11:41 am
Very interesting....

None of my flight gauges seem to work for me...

Did you have to do something special to get them to work in P3Dv2?  Adjustments to the gauges or simconnect or anything like that?

I remember that P3D v2 installed in my VM simconnect, which I did't transfer to my real system, because it was already installed. When comparing folders I adjusted in my FSUIPC4.ini the following lines:

FSVersionUsed="Lockheed Martin® Prepar3D®",2.4.11570.0
SimConnectUsed=2.4.0.0

but I currently do NOT even load FSUIPC.

Have you copied all the gauges, as I mentioned above?
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 12, 2014, 12:18:07 am
Hi Jimi,

the trim works as you described, and the flaps automatically lower with increasing AoA as described.

Had to take my hands off the stick in order to take the screenshot!
Title: Re: New FSXBA Hornet
Post by: jp on November 12, 2014, 03:38:44 am
Heya Peter,
It'll be VRS Superbug level in detail and functionality.
Here's my Flickr photostream with some older pics of the Hornet that I'm working on:
https://www.flickr.com/photos/27277424@N04/ (https://www.flickr.com/photos/27277424@N04/)


Jamal

Hello Jamal,

I would like to ask if these models that you're working on will be released as freeware or payware?
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 13, 2014, 03:59:19 am
I can tell you that they will be released as payware under the VRS title.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 13, 2014, 10:49:30 pm
Hi everyone,

as I was trying to create a gauge for changing wing_dihedral under different g loads, I stumbled upon some very interesting insights: wing_dihedral (aircraft.cfg) value has no effect on airplane's performance, "as these properties are included in the stability and control derivatives which are located in the .air file."
https://social.msdn.microsoft.com/Forums/en-US/afea7f8d-7dba-494e-ae81-79b1e5c19648/flight-model-effect-of-variables-in-the-aircraft-configuration-file?forum=ESP

As far as I understand, this means in our case, that if the actual wireframe model is slightly off (anhedral wise) so will be the stability and control derivatives and as a result our flight dynamics. Meaning, without changing the model file no chance of improvement in this sector - so we have to make due with what we got, which is not so bad after all.

Last night I had a detailed look at the model and imported it through various channels into various tools. As Jimi has already stated, you only get the bare wireframe model without any reference points or control surfaces and animations, so changing even simple angels here and there in order to make small adjustments is out of the question.

In my effort to dig deeper into the .air file and flight dynamics, I found some very interesting links and tools which might me of interest, or you may already know:

- FS Thrust vs Altitude calculation method:
http://www.fsdeveloper.com/forum/threads/fs-thrust-vs-altitude-calculation-method.327725/#post-519944

- Aircraft dynamics pages, documents and utilities:
http://www.aero.sors.fr/fsairfile.html

- Designer and pilot utilities:
http://www.aero.sors.fr/designer_pilot_utilities.html

Peter
Title: Re: New FSXBA Hornet
Post by: Jamal on November 14, 2014, 07:14:15 am
As far as I understand, this means in our case, that if the actual wireframe model is slightly off (anhedral wise) so will be the stability and control derivatives and as a result our flight dynamics. Meaning, without changing the model file no chance of improvement in this sector - so we have to make due with what we got, which is not so bad after all.


3D models have zero impact on flight dynamics in FSX. You could take a square and it'll perform the exact same way. Try substituting another aircraft, like a Cessna, in the model folder.

Jamal
Title: Re: New FSXBA Hornet
Post by: strikeeagle345 on November 14, 2014, 11:36:33 pm
As far as I understand, this means in our case, that if the actual wireframe model is slightly off (anhedral wise) so will be the stability and control derivatives and as a result our flight dynamics. Meaning, without changing the model file no chance of improvement in this sector - so we have to make due with what we got, which is not so bad after all.


3D models have zero impact on flight dynamics in FSX. You could take a square and it'll perform the exact same way. Try substituting another aircraft, like a Cessna, in the model folder.

Jamal

That would be entertaining
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 15, 2014, 12:28:52 am
All of the aircraft's flight characteristics are controlled by the aircraft.cfg and .air file.  In terms of fly characteristics (lifties, draggies, stability, control authority, etc), the .air file defines EVERYTHING.  There are a few scalars in the aircraft config file that allow for quick adjustments, but they still talk back to the .air file for their initial values.

I personally use a program called "aired" to make my adjustments.  I must warn you though, using this program becomes addictive.  Expect complaints from family and loved ones...

Most non-flight essential characteristics (i.e. lights, smoke, engines, etc) can be adjusted in the aircraft.cfg file.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 16, 2014, 12:20:08 am
All of the aircraft's flight characteristics are controlled by the aircraft.cfg and .air file.  In terms of fly characteristics (lifties, draggies, stability, control authority, etc), the .air file defines EVERYTHING.  There are a few scalars in the aircraft config file that allow for quick adjustments, but they still talk back to the .air file for their initial values.

I personally use a program called "aired" to make my adjustments.  I must warn you though, using this program becomes addictive.  Expect complaints from family and loved ones...

Most non-flight essential characteristics (i.e. lights, smoke, engines, etc) can be adjusted in the aircraft.cfg file.

As always, you are completely right, Jamal and Jimi!

I gave it several tries with different models. The most funny ones were flying in helicopter models with a Hornet under the hood - at least from a tower perspective.

Peter
Title: Re: New FSXBA Hornet
Post by: sonofabeech on November 18, 2014, 02:56:43 pm
Hi Jimi

Firstly thanks for all the work you have put in to this project I have avidly downloaded and flown just about all the versions and have loved flying all of them.... However  ..I have a question with regards to the latest version of the jet. Is it just me or is anyone else experiencing this issue. In the pattern turning down wind at 600 feet with the jet rolled to 30 degrees AOB at about 150knots the rate of turn is different (a lot less than the previous versions) In fact it requires a little bit of back pressure on the stick at about 45 degrees to arrive at the correct distance abeam. Rolling to 30 degrees with enough stick back pressure to maintain altitude puts me at about 2.4m abeam. It has only been version xxx.15 that has done this all the previous versions have behaved as expected. Starting to think its just me as nobody else has commented on this problem. Is this a known issue?

Sonofabeech
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 18, 2014, 10:58:04 pm
Sonofabeech,

Although no one else has chimed in on it, it makes sense now that I think about it.  Although I did not change any of the coding for the rudder logic in the Powered Approach configuration, I did have to lower the overall effectiveness of the rudder trim in order for the rudder trim to work correctly in Up & Away mode.  This translates to rudder effectiveness being to low during pattern ops.  Once I get home, I'll dig in and try to fix.  Good catch!

-Jimi
Title: Re: New FSXBA Hornet
Post by: sonofabeech on November 21, 2014, 02:49:55 am
Hi Jimi

Great to know its not just my imagination ..was about to swear off drinking beer while virtual flying  ;D
Thanks for taking the time to fix it you're a legend..looking forward to the next update ..

Sonofa
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 23, 2014, 01:00:28 am
Hi everybody,

currently I am messing around with the datum reference point, station_load points, etc. In order to check them for consistency and trying to better understand their impact on flight dynamics, I have created an excel spreadsheet for easier visual comparison, and if necessary values can be linked via formulas, later. Some of them seem off, one way or the other.

Maybe someone has had this idea or done some calculations before. Awaiting your comments.

Peter

(see excel sheet below)
Title: Re: New FSXBA Hornet
Post by: Jamal on November 23, 2014, 01:34:26 pm
All the reference datum does is set a zero position relative to the model mesh. For example, reference datum is set to x=0, y=0, z=0, and in the 3D workspace, the center of the model project is placed at this coordinate. Using made up numbers, this means the distance of the nose from center point will be a positive number forward (y=16ft), and the distance of the nozzles will be negative aft (y=-16ft).

Let's say then you change the reference datum to y=16. Your new coordinates for the nose will be y=0 and the nozzles y=-32ft. Of course with this, you'll have to adjust every other coordinate including contact points, stab and wings, eyepoint, etc etc.

Jamal
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 23, 2014, 01:36:37 pm
Hey Gents,

I'm currently underway, so I will not be able to post updates until I get back home (sometime later this week).
Hi Jimi

Great to know its not just my imagination ..was about to swear off drinking beer while virtual flying  ;D
Thanks for taking the time to fix it you're a legend..looking forward to the next update ..

Sonofa
-Sonofa, No problem and thanks.  Appreciate the kind words.

Hi everybody,

currently I am messing around with the datum reference point, station_load points, etc. In order to check them for consistency and trying to better understand their impact on flight dynamics, I have created an excel spreadsheet for easier visual comparison, and if necessary values can be linked via formulas, later. Some of them seem off, one way or the other.

Maybe someone has had this idea or done some calculations before. Awaiting your comments.

Peter

(see excel sheet below)
-Hey Peter, be careful with those numbers.... The datum reference point has become crucial in adjusting the aircraft's pitch stability , which is used to assist the FCS Auto Pitch Trim to quickly trim out the aircraft once controls are released.  Other things you will notice, are where the powerplants, payloads, and fuel tanks are situated on the aircraft.  They all are pretty much placed on the same longitudinal reference point also in an effort to keep pitch stability high to allow the pitch auto trim gauge to quickly trim the aircraft.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 25, 2014, 05:08:48 pm
Thanks for your feedback, I will take all of that into consideration.

Here is what I have done so far, what I intend to do, and some questions that came to my mind:
- You can now compare the following FA-18 versions: FSX, CS and New Hornet.
- I intend to make an outline/silhouette for the three side views in the spreadsheet for better visual localization of the contact points.
- So far, it seems that the values for the New Hornet seem closer to RL than the FSX or CS version ones.
- wing_pos_apex_lon and wing_pos_apex_vert seem to be merely cosmetic values. I adjusted them so the plane is positioned correctly to match wingtip vortices effects - which seemed slightly off before.
- Why are there more values present for the New Hornet under the sections wingtips, bottom and top?
- Do the sections engines, gear, wingtips, bottom and top have an impact on flight dynamics or FCS?

Some general thoughts concerning how Jimi's FCS works and how contact points could be adjusted accordingly - as I do not really understand how it works. Some explanations needed...
- Scenario A) FCS works static, like a multiplicator and/or offset to certain flight dynamic parameters. Values inside FCS gauge and 'flight_tuning' (aircraft.cfg) are tweaked to be compliant with NATOPS as best as possible.
- Scenario B) FCS works dynamically, like a program/feedback loop (like a real FCS does), ensuring that a certain end result/behavior, within NATOPS, is met.

Implications on contact points: If a dynamic mass, like a fuel tank is added - that is getting lighter gradually, in RL the FCS would compensate by decreasing elevator/aileron movement, because there is less mass to be moved over time - all other things being equal. If we move such a changing contact point further away from the cg the more has the FCS to compensate for.
- If our FCS is 'static' the best approach would be to place all changing contact points, like tanks, directly to the cg, so their impact through a change of mass is limited on the FCS.
- If our FCS is 'dynamic' the best approach would be to place all changing contact points, like tanks, to their RL positions and adjust FCS behavior accordingly, if necessary, to be NATOPS compliant.


Peter

(most current spreadsheet attached below)
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 25, 2014, 09:31:01 pm
Peter,

To be honest, a few different techniques were used for different parts of the FCS.

PITCH AUTO TRIM:  Uses more of a simple "bang/bang" method.  It's simple and dynamic at the same time, but kinda of a rough way to do business in reference to preciseness.  Basically, the gauge trims the aircraft in two steps, all of this happens once the stick position is sensed to be within about 3% of center on the longitudinal axis.  Once this happens, they gauge looks at the amount of G currently on the aircraft.  If it is anything higher than 1.000 G, then nose down trim is commanded until it is below 1.000 G.  If it is anything lower than 1.000 G, then nose up trim is commanded until it is above 1.000 G.  Once the aircraft is about 1.000 G, the gauge then looks for pitch movement and corrects for it.  If at 1.000 G and the nose is still moving up, command down trim.  If at 1.000 G and the nose is still moving down, command nose up trim.  It does this about 18 times a second.  Because of this logic, the gauges is dynamic and will adjust itself to different weight/balance configurations.  Big difference is the time it takes to trim the jet.  With a nose heavy jet, it takes longer to trim the aircraft out in a nose high attitude and the nose sinks a bit more, due to the time it takes for the extra amount of trim that it needs to dial in to get to the correct setting.  Opposite happens with a tail heavy jet.  The nose tends to continue to travel upward a bit after releasing the stick due to the time it takes to dial in the needed about of downward trim.

ATC: Powered Approach (PA) Automatic Throttle Control (ATC) uses a PID Controller to calculate a precise value to the throttle using integrals and derivatives.  Although the output is very precise and results are quick, it takes a lot of time to tune and is not very dynamic.

G-LIMITER:  I have a few other basic formulas that I use for things such as G Limiters.

AUTORUDDER: The autorudder logic uses a combination.  While the aircraft is rolling, static values are calculated for and auto rudder based on aircraft speed and lateral stick input.  Once rolling has stopped and the angle of bank has been more or less been set, the autorudder shifts to a "bang/bang" method of rudder trim based on whether the aircraft is slipping or skidding.

I only have a basic knowledge of contact points.  I'll have to dig into that when I get some time.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 26, 2014, 10:32:21 pm
Thanks for the explanations Jimi,

I have added the latest sheet with visual overlays to the contact points
- I do not really understand why the reference_datum_position is so much out of place - although it seems to work.
- I have corrected contact point values under the yellow highlighted 'New Hornet (mod)' which were most out of place, so probably impact on FCS should not be that much.

What do you all think of the new suggested contact points? Could they be used as a basis for further refinement of FCS and flight dynamics? I hope this sheet is of some help.

Peter

P.S.
- Found a typo, and did some late adjustments to tanks, engine and weapon cp's to be inside/nearer fuselage.
- I am not sure about the empty_weight_CG_position. I understand that it was changed to facilitate FCSs Pitch Auto Trim, but in my opinion it is placed too much forward. Instead of -27.00 it should be something like -32.00, the default -34.20 seems too much backward (does someone have more info about it?). Is there any way to compensate for a possible movement of its position? As you have explained, when moved backwards, auto trim is always working (aircraft is nose heavy) and the aircraft does not behave as expected.
- the empty_weight_cg_position being too much forward could be likely the reason why aircraft tips over easily during heavy breaking, too.
- I have included some larger top, side and front views with legend for better comparison.

(FA-18 contact points - 2014-11-27d, spreadsheet attached below)
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 28, 2014, 02:06:20 am
Was doing a little digging and found this one pilot's inputs.  From http://www.airliners.net/aviation-forums/military/read.main/3592/

Quote
I flew the F-18 in the Navy for a liitle over 4 years. As far as G loading is concerned, the Hornet can pull very high G's. I pulled 9+ on a couple occasions. If it weren't for G-suits, there would be little chance of effectively flying the plane, simply because the centrifugal force would cause the pilot to "black out" and/or "red out".

The Hornet's handling characteristics are outstanding. The center of gravity (CG) is deliberately designed too far aft so as to make the aircraft inherently unstable. The plane is kept in check with a system of computer-based trim surfaces that constantly monitor and correct the airplane's attitude. The end result of such a design is sensational agility.


Not sure of the validity of the author, but seems legit.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 28, 2014, 11:08:20 am
Then I guess the original empty_weight_CG_position of -34.20 sounds about right, corroborating what he said, as it its behind the 1/4 chord which is the usual cg position for a normal plane or glider.

How did you come up with the -27.00 value, so the Pitch Auto Trim levels out exactly here? It seems to be 1/2 of the fuselage length, just coincidence?
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 28, 2014, 11:16:44 pm
Hello Jimi,

just noticed an odd behavior. Aircraft (v14.15) is wiggling its tail, caused by rudders, moving slightly left and right trying to autocorrect. Oscillations are about 2-3 times per second. It is quite noticeable at higher speeds, at various flight conditions, with no stick input - see screenshot.

Peter
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 29, 2014, 02:10:08 am
Just flew it are a few various speeds (i.e. 600, 300, 150) and didn't really notice anything.  Have you modded yours at all?
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on November 29, 2014, 03:10:09 am
I've noticed the wiggling effect with my modded version first. Removed my mod and confirmed it is there with the out of the box 14.15 version, too. You can amplify it by reducing yaw_stability to e.g. 1.5 and setting rudder_trim_effectiveness to 1.0, but it is also noticeable with default settings.
When you toggle through the views stop at 'tail', zoom in to 0.8 and you can see the rudders moving like being caught in a kind of stable resonance. Get speed above 550, at low altitude, keep the plane level, take hand off the stick, and the rudders will wiggle a little bit.
I traced it back to the FCS Auto_Rudder.xml. It stopped when I replaced it with an old .xml of FSXBA version 12.3.2. Version 14.14 has the error too. But version 14.14 'Auto_Rudder last good.xml' does NOT have the wiggling, but autorudder behavior with that .xml is odd at high speeds, meaning too much rudder effect, one cannot do any clean barrel rolls.

For now I use xml out of version 12.3.2, which works fine, but does not show the visual rudder animations.

Peter
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 29, 2014, 05:11:41 am
Well, in that case... yes you will notice wiggling if you mess with the yaw stability and/or rudder trim effectiveness.  As mentioned in a few posts above, the current auto rudder uses a few different logics to get the desired effect.  Part of that logic is the Bang-Bang method that I was talking about.  If the gauge senses a slide occurring, it will induce opposite rudder.  If it senses a skid, it will induce more rudder in the direction of the turn.  Because the gauge is always seeking coordinated flight, it will "wiggle" a bit while finding it.  I will tend to happen once you set the aircraft on a set bank angle.  The stability and effectiveness were adjusted to minimize the wiggling that occurs due to the gauge.  The default settings were 5.2 for yaw stability and  0.3 for rudder trim effectiveness.

The older system wasn't a dynamic system as this one is.  That's why you will not get the wiggling.  It was set on a basic algorithm that got the job done, but wasn't very flexible.  The one now is a dynamic one, constantly changing based on current situation.  It does a better job correcting based on a variety of bank and/or speed combinations.

Either way, I'll look into it.

Jimi
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on December 02, 2014, 08:26:34 pm
Here is the latest update of the modified contact points. Flight dynamics seems ok. To compensate for new fuel and station_load's cp's I have moved the empty_weight_cg slightly backwards.

If you like to give it a try, I have included .cfg and .air files for fsx, CS, and New Hornet versions. I have also reworked some of the weapons textures - add/replace into textures folder. Zuni's are yellow now.

I have also repositioned the tail hook, but have not yet have time to test it. Furthermore I am not yet fully satisfied with how the plane looks standing on the ground, although fsx and cs versions are ok, without changing the new cp's for the gear section.

Peter

(attachments below)
Title: Re: New FSXBA Hornet
Post by: Jax on December 02, 2014, 11:56:30 pm
Roger! Thanks. Heavily testing this bird!!! ::)
Title: Re: New FSXBA Hornet
Post by: jimi08 on December 13, 2014, 07:58:04 pm
Gents,

Please find below the latest update for the FLEET BIRD, FA-18C_FSXBA2014 FLT14.16. 

Link: https://drive.google.com/file/d/0B3So3WwTLPRZRW1DRVFYOVB1MkE/view?usp=sharing

Changes include:

-Replace basic two-step algorithm with Proportional/Integral Device (PID) for turn coordination.  Allows for faster and more accurate response for autorudder  and fixes the "tail wagging" experience by some of you.

-Updated Thrust scalars...again...  Seems to be a never ending battle with this.  Tried a different profile than before.  The results are a much easier handling jet IRT throttle control.  Exact speeds are easier to maintain, and throttle control during formation station keeping is improved.  Still have work to do with re-adjusting afterburner thrust and thrust at altitude (35,000).  Will continue to work at it.

-G-Limiter adjusted to match closer to the 7.5 - 10.00 G range.  Previously the limiter would engage at approx. 6.5 G.

-Re-enabled the default autoflap programming for the leading edge flaps only.  Although the angles are slightly off, the overall logic of the scheduling is closer than what I currently can program (having problems programming leading and trailing edge flaps to schedule separate from each other).


That does it for now.  As usual any and all feedback is greatly appreciated.


-Jimi
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on December 14, 2014, 12:34:34 pm
Hello Jimi,

thanks for the update!

In the panel.cfg under the FCS section there is a G_Limiter gauge listed, but no xml file seems to be present in the FCS folder? Am I missing something here?

Some feedback concerning dry and wet thrust:

- I noticed that in .air file at No. 1523 "Turbine variable Inlet" is set to True. As far as I understand it it should be set to False in case of the FA-18. This setting had a huge impact when I accidently changed it within AirEd, doing my own mods and could not figure out why the aircaft suddenly had so litte power at high altitude above Mach 1+ speeds. When I noticed and reset it, things went back to what I expected.

- How did you come up with a fuel_flow_gain of 0.903 value? As I found no information on that so I left it unchanged in my mod.

- Doing some calculations on the F404-GE-402 for the inlet_area I came to a value of 4.1848 ft2 confirming to be very close to the original 4.2895 ft2. But it all depends on how fsx/the sim defines engine nacelle inlet area: a) nacelle inlet of the engine stand alone/blank, or b) nacelle inlet of the fuselage provided to the engine, for in RL they work in conjuction with each other? Lacking further detailed information, I decided to leave it as it is, to the original value here.

Length/Diameter (overall): 158.8/34.8 IN
Dry Weight:     2,282 LBS
Thrust (DRY): 11,950 LBS
Thrust (A/B):  17,700 LBS
SFC (DRY):       0.676    

- What do you think of the following setup? It perfecly matches performance at high altitude... but I am not sure how realistic it is for subsonic speed and acceleration at sea level.

Performance (At Maximum Takeoff Weight) F/A-18C/D:
- Max level speed: More than Mach 1.8
- Max speed, intermediate power: More than Mach 1.0
- Acceleration from 460knots to 920knots at 35,000ft: under 2 min (35,000ft: 460knots = Mach 0.79  ;  920knots = Mach 1.59)
See references posted here:
http://what-when-how.com/military-weapons/fighters-military-weapons/
http://www.fsdreamteam.com/forum/index.php?PHPSESSID=5igml7o8t6atmkmepmte2oadm4&topic=6944.435

Peter

(.cfg and .air provided below)

P.S. As I have not yet come up with a satisfying conclusion concerning the cp business, here is the latest update I have done so far, in case you are interested.
Title: Re: New FSXBA Hornet
Post by: jimi08 on December 15, 2014, 03:00:05 am
Gents,

Two updates in one day for the Fleet Bird, FA-18C_FSXBA2014 FLT14.18!

Link:  https://drive.google.com/file/d/0B3So3WwTLPRZdUkzV2hxeHp6LUk/view?usp=sharing

Additional changes include:
-Another update to autorudder logic to include Rolling Surface to Rudder Interconnects (RSRI)
-M61 Cannon now available and functional in TACPAC enabled servers.
Title: Re: R: New FSXBA Hornet
Post by: dreaminsight on December 19, 2014, 05:05:30 pm
An appereciated update would be full TacPack compatibility ;D and  solving this stupid problem of the blue interiors. Otherswise the aircraft is perfect!
Title: Re: R: New FSXBA Hornet
Post by: jimi08 on December 19, 2014, 08:54:39 pm
An appereciated update would be full TacPack compatibility ;D and  solving this stupid problem of the blue interiors. Otherswise the aircraft is perfect!

Well if you know how to incorporate full TacPack and want to show me how.... I'm all ears.

As for the blue interiors, are you running Direct X 10?
Title: Re: R: New FSXBA Hornet
Post by: dreaminsight on December 20, 2014, 11:20:45 am
Yes, i am running DX10 (DX11 really)

As for TP: somewhere on a forum, there was an official manual from VRS with rules and the explainations how to integrate TP on a empty aircraft with pylons.

+1 jimi.

If you want, we can discuss that per PM! ;D
Title: Re: New FSXBA Hornet
Post by: whiteside on December 21, 2014, 01:24:37 am
What a great jet! So well done.
Manual anywhere?
Thanks
Title: Re: New FSXBA Hornet
Post by: jimi08 on December 21, 2014, 08:58:59 pm
What a great jet! So well done.
Manual anywhere?
Thanks


Thanks Whiteside.  I'll pass on the good words to the others who have worked on the jet.  No, no manuals as of right now.  I am working on one though.  Should be out in the near future.
Title: Re: New FSXBA Hornet
Post by: whiteside on December 21, 2014, 11:20:54 pm
Thanks Jimi, can you refer me to a site where I can fly tactically with some other purists?
:)
BTW, do any of the weapons work on your new version of this Bug?
Title: Re: New FSXBA Hornet
Post by: jimi08 on December 22, 2014, 02:09:10 am
Now that FSX-Steam is up and running, you can find some of us in the FSX Blue Angels server from time to time.  As far as the weapons go, I am still working on that.  It will probably be a while before I have most of the weapons integrated for TACPAC.  So far, I just have the cannon working.  So as for now, the weapons on the hardpoints are purely for aesthetics.

-Jimi
Title: Re: New FSXBA Hornet
Post by: Victory103 on December 22, 2014, 09:35:37 am
@dreamsinsight:  On the VRS forums is a link to wiki page with instructions on the SDK to add TP into your own aircraft that you developed. Several guys had added basic guns to various A2A warbirds, but the original developer has to do the intergration.

Thread on the forums as well about the latest Steam release, TP will not work.
Title: Re: R: New FSXBA Hornet
Post by: dreaminsight on December 22, 2014, 04:58:46 pm
Victory103: i already signalised it at Jimi! Thanks;)
Title: Re: New FSXBA Hornet
Post by: Corvette99 on December 23, 2014, 09:24:00 am
Thanks Jimi, can you refer me to a site where I can fly tactically with some other purists?
:)
BTW, do any of the weapons work on your new version of this Bug?

Give these guys a try Whiteside

http://fsx-miramar.webs.com/
Title: Re: New FSXBA Hornet
Post by: whiteside on December 23, 2014, 05:22:56 pm
Thanks!
Title: Re: New FSXBA Hornet
Post by: RivasSim on December 24, 2014, 06:01:30 am
I don't know if anyone notice, or maybe I don't know how to operated.  However, on the default and version 14.15 when approaching to land on the default carrier, the ILS showed up automatically, allowing me to get into the correct glide slope and runway alignment, however in the version 14.18 the ILS did not showed up.  Is there anything that I need to press in order to the ILS to appear or do I need to return to the old panel?
Title: Re: New FSXBA Hornet
Post by: sonofabeech on December 24, 2014, 01:30:15 pm
Hi RivaSim

call up the ILS Panel by pressing shift+2 you will find the Ils settings in the upper 3rd
of the panel make sure it is selected. Make sure you have also selected the TACAN button on the upfront control panel
in the virtual cockpit and changed the channel to the corresponding carrier you are landing on.
acceleration carrier is 47x
javiers carrier is 57x
Title: Re: New FSXBA Hornet
Post by: RivasSim on December 25, 2014, 01:52:11 am
Thanks for the info it did work  ;D
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on January 06, 2015, 01:30:42 am
Hi everybody, I wish you all a happy new year!

The past days I have been experimenting with the flight dynamics again. I have read somewhere that the Hornet can pull up to an AoA of 40 degrees at slow speed until she becomes unstable but I cannot remember the source. Is this realistic or does she have an AoA limiter? Some comments would be appreciated.

I have created a version where you can pull such angles at slow speed with max dry thrust in tight turns, and she becomes unstable but you can recover. In case you like to give it a try I have included the aircraft.cfg and the .air files. What do you think of it? Some feedback would be nice!

Peter

(attachment below)
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on January 06, 2015, 03:01:34 pm
I found in an 'FA-18A-D Hornet PCL (Pocket Check List) NATOPS' some AoA values.
link: http://www.fsdreamteam.com/forum/index.php?action=dlattach&attach=8190&topic=3093.0
The negative AoA seems to be limited to -6 degrees, the positive AoA limit depends on the loadout from unlimited to +20 degrees.

In the following example I have left the postive AoA unlimited, but the negative AoA is limited to -6 degrees.
Let me know what you think about it.

(attachment below)
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 06, 2015, 11:33:42 pm
Quote from: A1-F18AC-NFM-000
11.1.3 Auto Flap Configuration. The FCS control laws create slightly different handling qualities
than those of most aircraft. The most apparent characteristic is the excellent hands-off stability.
Damping about all axes is high. Static longitudinal stability is neutral since the FCS attempts to keep
the aircraft in 1 g, zero pitch rate flight. Longitudinal trim is used to bias (adjust) the reference load
factor or pitch rate as the pilot desires. Longitudinal trimming is not required as the aircraft accelerates
or decelerates through most of the flight envelope. Once an attitude is set, the aircraft tends to hold
that attitude without further stick inputs, even through the transonic speed regime. This characteristic
reduces stick forces with changing airspeed, lowering pilot workload for most tasks. However, some
flight tasks are made more difficult because the FCS attempts to maintain 1 g flight. For example,
during a dive or steep zoom climb, a small but constant forward stick force is required to maintain a
constant attitude. Airspeed changes cannot be sensed through changing stick forces and difficulty may
be encountered when trying to maintain a desired airspeed during high workload tasks such as
instrument penetration/approach. The FCS incorporates AOA feedback above 22° AOA. To increase
AOA above the feedback AOA of 22°, aft stick must be applied. The AOA for the highest lift available
(CLmax) is approximately 35° AOA. The maximum steady state AOA with full aft stick (35 pounds
stick force) is 50 to 55°.
AOA control is good up through max AOA. If the aft stick is released, the FCS
commands nose down pitch until the AOA is reduced below the feedback AOA of 22°. At this time, the
AOA feedback is removed and the FCS again seeks to maintain 1 g flight.
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 06, 2015, 11:47:46 pm
Thanks for the input.  Took at look at your aircraft and .air files.  I see you included the hi-alpha entries in the aircraft.cfg.  Did you change anything else in the aircraft config?  What about the .air file?  Thanks.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on January 07, 2015, 01:16:15 am
Thanks for the hint from A1-F18AC-NFM-000. I had a quick search but didn't quite make it to section 11.1.3

When flying tight turns with full dry thrust, low altitude, the aircaft becomes unstable long before 50 deg. AoA, something around 38 to 40 deg. AOA and you go off, with a stall warning. I haven't found out where to modify in the .air file to broaden the flight envelope before stall warning occurs.

Concerning your questions:
- The aircraft.cfg is quite different from your latest version 14.18, e.g. I have modified cp's to work in conjunction with CS version. Still experimenting with the empty_weight_cg, because at -27.00 with full flaps during a landing approach the bird does not hold its AoA.
- In the .air file I have modified entry no. 404 being able to pull generally higher AoAs and no. 473 to limit the neg. AoA to around -6 degrees. I have also added at no. 401 a general drag curve for sub/supersonic speed. Most of the changes I have done are in the section from 400 - 473. The drag values in the primary aerodynamics section are the ones I use to clock the plane at 35,000 ft in under two minutes from 0.8 to 1.6 Mach. I have also experimented with the thrust vector vs mach AB function.
- I found the hi_alpha entries in the fsx airfile configuration and tried experimenting with them. They seem to have a slight influence on how the aircraft handles during tight turns at high AoAs at slow speed. You can see it quite good from a tower perspective coming out of a tight turn straight head on, with both hi_alpha entries set to zero, she will slide much more sideways and the general feel is much more 'artificial'. When both values set to 1.0 (default) the flight path seems to be more natural/cleaner, less gearing - in my opinion, but I am not sure which one is more realistic, or what the FCS would do in reality.

Currently I am experimenting with entry no. 404, but I am not satisfied with the max. AoA setting yet. I will try to set it so you can pull up to 50 to 55 degrees AoA.

Stall warning and instability is another issue. If you have an idea where to look, in order to broaden the flight envelope so the instability / stall warning kicks in not before 50 to 55 deg. AoA, please let me know.

Shaking effects:
As I am using A2A accu feel, I disabled the stall shaker function in their program, because the largest value you can set here is 25 deg. AoA, which is far too early to for an FA-18. Is there a way to implement a VC shake, like the one when pulling high g, that would shake the VC when you approach high AoAs e.g. 40, 50, or 55 deg. to show that you are actually approaching the stall / instability threshold?

I will post aircraft.cfg and .air files the next days or so when I have something new.

Feedback and suggestions are welcome!
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 07, 2015, 08:03:58 am

Shaking effects:
As I am using A2A accu feel, I disabled the stall shaker function in their program, because the largest value you can set here is 25 deg. AoA, which is far too early to for an FA-18.

Where are you getting your facts for this one? 
BLUF: Based on my research buffeting occurs around 25 deg AOA due to the vortices generated by the LEXs hitting the vertical stabs.  In terms of wing buffeting, you are correct, that does happen at a later AOA.  With flaps HALF or FULL, buffeting occurs much sooner

NATOPS:
11.1.2.1 Stalls in HALF or FULL Flaps. With flaps HALF one g stalls exhibit somewhat better lateral
directional flying qualities than with flaps FULL. Wing rock and sideslip excursions occur in the 20°
AOA region. Warning cues occur at 12° (increasing stick force gradient) and 15° (departure warning
tone). With flaps FULL, as AOA increases to 12°, buffet and the departure warning tone provide good
stall warning cues of impending high AOA.
At 12° AOA, an increase in the stick force/AOA gradient
can also be felt. This provides additional stall warning. Onset of wing rock occurs in the 15° AOA
region. As AOA is further increased, aft stick requirements increase. Wing rock increases in amplitude
and is accompanied by sideslip oscillations as the aft stick stop is reached. For either flap setting,
maximum attainable AOA is about 25°. Large rates of descent may occur above the AOA limit in
HALF or FULL flaps. Immediate stall recovery is obtained by neutralizing longitudinal stick which
rapidly reduces AOA and allows the aircraft to attain the current trim value.

refs:
-Alleviation of Vertical Tail Buffeting of F/A-18 Aircraft http://arc.aiaa.org/doi/abs/10.2514/1.9327?journalCode=ja
-Hornet NATOPS
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 07, 2015, 08:43:38 am
Happy New Year Everyone,

Well, thanks to the efforts and many and in particular our very own ORION, we have made some great strides over the holiday season.  Please find below the download link for the 15.2 Fleet Version.

Download Link: https://drive.google.com/file/d/0B3So3WwTLPRZSzNWMUg3eGRZVDg/view?usp=sharing

Changes include:
-Updated Leading Edge and Trailing Edge Flap logic:  Big thanks to ORION on his incredible work and efforts with this gauge.  Both sets of flaps now operate linearly (i.e. degree by degree, instead of using only 1 of 10 flaps settings) and each set of flaps operate by their own logic as described in the NATOPS.  Also, HALF and FULL flaps also operate as advertised in NATOPS.  Half and Full flaps are now able to be selected with or without gear down and automatically transition to AUTO above 250 KIAS.  Also, the Pitch Auto Trim function is now tried to flaps being placed in AUTO.  As per NATOPS, HALF and FULL Trailing Edge Flaps also auto extend and retract as a function of airspeed when selected.  If HALF Flaps are selected, the TEF will reach their full extension of 30 deg. at approximately 180 KTAS and below.  With FULL selected, TEFs will reach their full extension of 45 deg at approx. 150 KTAS.

-Updated Throttle Control:  Always a work in progress.  Still making adjustments/corrections to Burners.

-Tweaks to Autorudder have also been made.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on January 07, 2015, 11:04:32 am

Shaking effects:
As I am using A2A accu feel, I disabled the stall shaker function in their program, because the largest value you can set here is 25 deg. AoA, which is far too early to for an FA-18.

Where are you getting your facts for this one?  
BLUF: Based on my research buffeting occurs around 25 deg AOA due to the vortices generated by the LEXs hitting the vertical stabs.  In terms of wing buffeting, you are correct, that does happen at a later AOA.  With flaps HALF or FULL, buffeting occurs much sooner

refs:
-Alleviation of Vertical Tail Buffeting of F/A-18 Aircraft http://arc.aiaa.org/doi/abs/10.2514/1.9327?journalCode=ja
-Hornet NATOPS

As I understand A2A stall shaker induces wing buffeting indicating that you are approaching stall conditions. It works quite well for all other airplanes that cannot pull such high AoA as the Hornet does (I have tried to talk to them last year about the 25 deg AoA limit for the stall shaker but never got an answer).

The issue I noticed is that you get the shaking at say 25 deg AoA (A2A max setting, or any other lower one you may adjust it to) and when you pull more, e.g. you reach 40 deg AoA the shake seems to be gone and you stall and spin out of control. So the stall shaker effect does not seem to progress linear or in any other way I could notice. It seems to be limited around the adjusted value.

In order to experiment with settings in the .air file and get the correct feedback I decided to disable the A2A stall shake for now, because it felt unrealistic once you go beyond the 30 deg. AoA.

In general such a shaker feedback/function adds very much realism and feel to flying (like with the g load shaking), it would be nice if buffeting could be realized in any correct way, depending on AoA and current flaps positions, as you pointed out it might occur much earlier under some conditions.

P.S. Thanks for posting the new 15.2 bird, much appreciated! I will give it a try as soon as I get home.

Here is some quick feedback for the new version:
AutoFlaps seem to work well and as intended - really great work here! Two things I have noticed:
a) When you crash the new 15.2 plane and P3D resets the flight, the simulator crashes each time (may have something to do how the Autoflaps.dll is loaded/unloaded or reset). This does only happen with the new bird, all other aircraft seem unaffected.
b) When you take off (full flaps engaged) and retract the gear once you are in the air, flaps remain set at full and they do not transition to Auto as they did before. Intended?

I will have a detailed look at the changes in .cfg .air file later.

Best regards...
Title: Re: New FSXBA Hornet
Post by: Orion on January 07, 2015, 09:57:48 pm
Peter, if you replace the existing DLL with this one (https://dl.dropboxusercontent.com/u/19121193/FSX/Temp/Autoflaps.dll), does it work without crashing?  Also, the flaps are independent of the gear, as described in NATOPS (see section 2.8.4.1 Flap Operation).
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 08, 2015, 04:58:28 am
Jimi/Orion...fantastic work on the improved jet! She flies exceptionally well and I haven't noted any issues at all so far.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on January 08, 2015, 01:38:12 pm
Peter, if you replace the existing DLL with this one (https://dl.dropboxusercontent.com/u/19121193/FSX/Temp/Autoflaps.dll), does it work without crashing?  Also, the flaps are independent of the gear, as described in NATOPS (see section 2.8.4.1 Flap Operation).

Hello Orion,

sorry for the delayed feedback, I just got home. The new dll you posted works without crashes during reset, now!
Thanks for the quick update - really great work, much appreciated!

Please apologize my lack of knowledge, as I must admit I have not completely read NATOPS, yet.
When you get accustomed to things that are wrong, you stumble over them when they get corrected! Thanks for pointing out the relevant section.
Title: Re: New FSXBA Hornet
Post by: Azframer on January 08, 2015, 04:56:06 pm
J had Downloaded the 2012 FSX Blue Angel and absolutely loved it, I loved it so much I emailed maker and asked if I could add it to another forum and was granted permission. Shortly after posting some screen shots the snobs came out in a couple of the main posters over there and I just deleted my screenshots and never participated over there again.
I only say that to make this point, Jimi you are poring your heart and soul into this project and it shows 100%. I spent 2 days reading this thread from beginning to end before even joining the group, Ive read nothing else but this one thread. I wanted to make sure I had the latest version of both the sets.
The collaboration is what I wanted to be a part of in the last group, you have some great help here the guys working on paint are doing a great job. Between reading this thread and flying the planes, as little as I been able to fly them I have not yet been able to try to correct the blue in the D model cockpit that was mentioned earlier in the thread to see if it works for me yet.
New people have been more than welcomed into the group and have provided great input Keep up the great work Jimi. My only complaint would be I will have to invest in a better computer to get much flying time with this, I start off with 15 fps and it quickly takes me down. I am on a laptop.
Now off to find the post on the blue D model cockpit cure and will quote it to bring it back into light again, I did not see much in response to it. And not quite sure I understood it correctly.

Rick   
Title: Re: New FSXBA Hornet
Post by: Victory103 on January 08, 2015, 07:35:15 pm
jimi, BZ job and moving in the right direction for sure. Thought I had a small +/- 3* excursion in yaw at 250kts, but it might of been the real Wx I was running, never noticed it again during the test flight. Any reported issues with AoA differences between the "E" bracket and the indexer? I'll dig back in the NATOPS as I've been busy trying to master a certain "Cat" lately around the boat.

I guess I missed it years ago, but was there ever a fix for the TCN bug?

Repaints are awesome, love the VFA-204 CoNA one, need to see if the repainter wants to do an adversary scheme they typically carry!
Title: Re: New FSXBA Hornet
Post by: Orion on January 08, 2015, 08:20:36 pm
Good to hear pyroperson87 and Peter.  Also, Peter, I've always been curious: is there a story behind your username? :P
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 08, 2015, 08:25:02 pm
Gents,

Pyro:  Thanks for the feedback and compliments.

Orion:  Thanks for jumping in and fixing the issue.  I will download and check it out as well once I get home from work.

Rick:  Welcome and THANK YOU very much for the good words!  Since you have read this thread in full, you know that a lot of people have contributed to this project.  I will be sure to pass your compliments along.  Now to answer some of your questions.  As stated before, the Delta (Two-Seater) has kinda been put on the back-burner for a while for a number of reasons.  However, we have been tinkering with it lately.  It still has a ways to go, but I'll see what I can do in regards to releasing something updated.  No promises though.  In regards to the model being computer intensive, can you provide more detail please?  My initial hunch would lie in the extensive use of XML gauges in this aircraft, vs. the 2012 version that I created in the past.   Either way, I'll do some digging.

Victory:  Thanks for the input and remarks.  I too noticed an issue with "residual rudder trim" in certain situations, but thought that I fixed it.  I will check to see if I included the updated gauge in the latest release when I get home.  Can you please refresh my memory IRT the TACAN bug?

Pete:  Orion is correct.  Due to my lack of ability (the kind that ORION possesses...), I had to set the autoflap functionality to the gear instead of switch position to make it work.  Thanks to ORION, we were able to correct a great deal of things IRT the flaps.
Title: Re: New FSXBA Hornet
Post by: Azframer on January 08, 2015, 08:36:19 pm


Repaints are awesome, love the VFA-204 CoNA one, need to see if the repainter wants to do an adversary scheme they typically carry!
Like this one?
It would be great to have that addition.
http://i19.photobucket.com/albums/b170/jason_schmus/1921475.jpg
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on January 08, 2015, 09:19:07 pm
Good to hear pyroperson87 and Peter.  Also, Peter, I've always been curious: is there a story behind your username? :P

Sorry to disappoint, but no - just the first one that randomly came to mind and wasn't taken yet.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 09, 2015, 01:51:35 am
Random as in....you banged on the keyboard and had a username that wasn't already taken?  ;D
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on January 09, 2015, 01:19:20 pm
Hello Jimi,

I had some time to take a closer look at the 15.2 version .air file and I like to submit the following changes for future releases:

- Entry no. 401: I have added a general function for CL_alpha due to mach, which was empty (linear) before. This one was taken from an F-16, and to my knowledge such a general function should be quite similar amongst all jet fighter airplanes. So as a starting point for further changes and to add more realism, I like to suggest it being incorporated, or some kind of modification of it.

- Entry no. 473: I have modified Cm_alpha vs AoA, because with the default function you could push large negative AoA's resulting in quite unrealistic g loads of up to -8g. G-Limiter seemd to work only for positive (pulled) g loads. As statet in NATOPS section 4.1.6.1 the AoA seems to be limited to something around -6 deg. for everything but a 'clean' loadout, as I understand. Please have a look, because I am not really sure in which cases it seems to be 'unlimited'. So as a starting point for further changes and to add more realism, I like to suggest it being incorporated, or some kind of modifiction of it.

- Entry no. 1535: The Clda (aileron effectiveness) function I have NOT changed as is seemd to be identical with what I found for an FA-18E.
- Entry no. 1536: I have modified skalar Cn dr (rudder effectiveness) due to AoA. The function is from an FA-18E, as a starting point for further modifications. In my opinion it should be closer to reality than what we had before.
- Entry no. 1537: I have modified Cn (yaw) induced by AoA. The function is from an FA-18E, as a starting point for further modifications. In my opinion it should be closer to reality than what we had before.
- Entry no. 1538: I have modified Cl (roll) induced by AoA. The function is from an FA-18E, as a starting point for further modifications. In my opinion it should be closer to reality than what we had before.

Please discuss these with your testing crew and let me know what you think.

For quick testing I have included a modified FA-18_15.2.air file which contain the above mentioned changes.

Best regards... Peter

P.S. To make modifictions to .air files I used AirEd and Aircraft Airfile Manager
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on January 10, 2015, 06:44:01 am
Greetings to all! I am brand-spankin' new on this forum, and I greet all. I fell madly in love with 2012 version of this bird the day I DL'd it. it's amazing! Then, of all things, I find out there's an update! You can improve perfection??? WOW!
Ok, ok, all superlatives aside, I DL'd the 15.2 update. NOW I'm confused. It's not a full aircraft, ok, np there, but would it be possible to throw a "Readme" in with it, maybe? do I replace all the models? The Textures? Add them all in, make a whole new airplane, combining this with what I already have? etc etc.
What's the purpose behind the folder "Update"? The air file is 14.1...to me that's a step back, but do we have to install all that good stuff before the 15.2 goodies? If so, how? Or just ignore it? Or...
I know how to install files/folders, make changes to all the various files, including the .air, panel.cfg etc, I just need to know what to do with which.
I also got ahold of Peter's updated updated .air file. That I know what to do and not do with, at least. Is there an change to the aircraft.cfg associated with it, or is it standalone?
I really don't want to mess with what I have till I know, so I don't screw it all up.
I do love this airplane, and would love to make it even better, but...
Thank you in advance to any help you all can give, I really do appreciate it!
Pat☺
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 10, 2015, 09:16:38 am
Welcome aboard. The 15.2 bird that you downloaded is completely standalone and doesn't require the FSXBA 2012 jet. Just copy the jet into SimObjects and you're golden.
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 10, 2015, 09:38:12 am
Jimi/Orion...some brief feedback from a few flights this evening.

- Tailhook position is not visible to others in MP on the "training" variant, I didn't test other variants. I think I vaguely remember encountering this problem before but I can't remember if there was a solution/resolution.

- The vapor cone is very...strange. It's hard to explain, but it progressively steps through it's various stages. Each individual stage looks badass though and I can't wait to see the final result is when they are all "blended."

- TacPack told me that the aircraft had unapproved modifications when starting a flight and closed FSX on me. The only thing that worked was deleting the TacPack.ini file and then the aircraft ran fine, albeit without TacPack features.

- The real jet has no overspeed tone.

- Throttle response and thrust feel really really good. I no longer felt a spot in the middle of the throttle range that seemingly jumped exponentially. Nice work on that.

- Flap logic is accurate to NATOPS and the LEF/TEF transition speeds look very good. Fantastic work!

- Who made the exhaust smoke effects? They are by far the best and most realistic I have seen for FSX and I think I'm going to add them to my other aircraft. The burner effects are also quite stunning.


Thanks for an incredible rendition guys, I look forward to more flights with it and future updates.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on January 11, 2015, 08:44:12 pm
OH! You're right, as usual, I'm sure, Pyro! Nice to see I was paying attention. Thank you for the help. I will also try you .air file, and see how it stacks up.
Thank you again!
Pat☺
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on January 11, 2015, 09:20:02 pm
Hello Jimi et. al.,

here is the latest update as I dug through the 15.2 version .air file:

- Entry no. 401: I have added a general function for CL_alpha due to mach, which was empty (linear) before. This one was taken from an F-16, and to my knowledge such a general function should be quite similar amongst all jet fighter airplanes. So as a starting point for further changes and to add more realism, I like to suggest it being incorporated, or some kind of modification of it.

- Entry no. 430: This entry did not exist before. Delta CD0 due to mach. The function is from an FA-18E, as a starting point for further modification. In my opinion it should be closer to reality than what we had before.

[- Entry no. 440]: Delta Cy beta due to mach. The function is from FA-18E and shows a spike. I have noticed no strange effects, but in order to avoid anomalies like the one with entry no. 459, I decided to leave settings as they were (linear). In case you know otherwise, please let me know.

- Entry no. 441: Delta Cy dr due to mach. The function is from an FA-18E, as a starting point for further modifications. In my opinion it should be closer to reality than what we had before.

[- Entry no. 459]: Delta Cn beta due to mach. I left the original setting unchanged, because the function from an FA-18E for this value induces some hefty shaking on the yaw axis starting between 1.10 Mach up to 1.30 Mach at high altitude. (Tested above 30,000 ft). As I do not know if the C/D models show similar behavior, I decided not to include it. In case you know otherwise, please let me know.

- Entry no. 461: Delta Cn_dr due to mach (rudder effectiveness). The function is from an FA-18E, as a starting point for further modification. In my opinion it should be closer to reality than what we had before.

- Entry no. 464: Scalar on Cn_R vs AoA (yaw stability). The function is from an FA-18E, as a starting point for further modification. In my opinion it should be closer to reality than what we had before.

[- Entry no. 473]: I have modified Cm_alpha vs AoA, because with the default function you could push large negative AoA's resulting in quite unrealistic g loads of up to -8g. G-Limiter seemd to work only for positive (pulled) g loads. As statet in NATOPS section 4.1.6.1 the AoA seems to be limited to something around -6 deg. for everything but a 'clean' loadout, as I understand. Please have a look, because I am not really sure in which cases it seems to be 'unlimited'. So as a starting point for further changes and to add more realism, I like to suggest it being incorporated, or some kind of modification of it. Due to strange effects on the FCS I have decided to revert it to the original setting, for now.

[- Entry no. 1535]: The Clda (aileron effectiveness) function I have NOT changed as is seemd to be identical with what I found for an FA-18E.

- Entry no. 1536: I have modified skalar Cn dr (rudder effectiveness) due to AoA. The function is from an FA-18E, as a starting point for further modifications. In my opinion it should be closer to reality than what we had before.

- Entry no. 1537: I have modified Cn (yaw) induced by AoA. The function is from an FA-18E, as a starting point for further modifications. In my opinion it should be closer to reality than what we had before.

- Entry no. 1538: I have modified Cl (roll) induced by AoA. The function is from an FA-18E, as a starting point for further modifications. In my opinion it should be closer to reality than what we had before.

I have made some basic flight tests at slow and high speeds and at low and high altitude, and in case I noticed some anomalies like the one with entry no. 459 and 473 I have put them on report. However, I have not checked for NATOPS compliance because I am not that familiar with it.

Please discuss these with your testing crew and let me know what you think.

For quick testing I have included a modified FA-18_15.2.air file mod 2 which contain the above mentioned changes. The ones in brackets have been left unchanged, as explained.

Best regards... Peter
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 11, 2015, 11:15:19 pm
Pat: Welcome to the forums and thanks for the input.

Pyro: Still working on getting the tailhook visible in the FLT variants.  As far as TACPACK is concerned, I would recommend changing the setting in the TACPACK control settings and uncheck the validation option under the first tab.  It should work then.  Taking out the overspeed tone should be pretty easy.  I'll work on that.  The vapor cone effect will probably be awhile as effects are kinda on the back burner.  Thanks for the Kudos on the flaps and throttle response.  Credit goes to SLUDGE for the effects.

Pete:  Guessing you figured out how to swap .air file entries...and I'm guessing "an FA-18E" is the VRS Superbug.  Personally don't think replacing most of the .air files with Superbug ones is the way ahead.  Although the Legacy and Super Hornets share the same lineage, I've heard on more than one occasion that difference in flight characteristics between the two jets is quite noticeable.  Although, I've referenced a few of their files in the past, I try to be VERY limited on what I "borrow" from them.  I think they've made it pretty clear that their work will not be used or implemented in products other than VRS (other than TACPACK).  Don't get me wrong,  I like VRS and the Superbug.  They're doing an amazing job, but I'm not shooting to make another "VRS Superbug flying" aircraft that just looks like a Legacy Hornet.

Currently Working:  Working with SPINS to correct the cockpit issues with the two-seater.  Hopefully we will have something in the next week or two.  I'm also working with ORION to sort out an updated FCS that incorporates AOA, Pitch Rate and G feedback throughout the flight envelope.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on January 12, 2015, 01:43:56 am
Thanks for the info on your current working. Great to hear that the FCS will be updated soon!

I have been working with AirEd (to copy/paste entries) and AAM (to edit single functions) for quite some time now, but I did not have enough time to dig deeper until recently when I started modifying certain entries and functions, and experimented with how they change flight behavior. I concur that simply replacing most .air entries for the Legacy Hornet with that of Super Hornet entries is certainly not a way to go, and it wasn't what I intended to do.

Trying to understand how .air file entries work together throughout the flight envelope, I noticed that some parts seemed to be left out or missing and that some did not work as I expected them to, by comparing different .air file entries of different jet fighter aircraft to one another. That is how I started digging for some mathematical functions that seemed to make sense in context of a Legacy Hornet, as a starting point for further modifications of these specific entries and functions. The problem is that I do not really know what and how to benchmark them against to. So, please understand my comments as mere suggestions and placeholders of what might lead to more realistic behavior throughout the flight envelope.

As you and your crew are years ahead of me concerning these topics, you may have already thought of these specific entries and functions before, that I have listed above. But in order to facilitate development, I thought that listing what I stumbled upon might be a good way to do so. I hope that it has been of some help to you and your crew - and that it did not bore you to death for having discussed it already a thousand times.

Best regards, Peter
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on January 12, 2015, 06:23:06 am
For the life of me, seeing an improvement to the 15.2 will leave me (even more) awestruck. You all absolutely and positively have left me in the dust when it comes to improving aircraft. I know how to get in and edit a .air or aircraft.cfg, but other than official NATOPS data, I haven't any "real world" Hornet experience. Not counting I-level on the Radar system for a few months in the evening of my military time, so to speak. I've been exclusively FS9 up until very recently, due to a very limited budget (disability and a fixed income do that), but a couple weeks ago I finally got FSX-SE, and this is opening up a whole new world for me. I had no problem getting in and trying to improve my "freeware Hornets" from a certain source, but you all have left me in the dust. I'm not sure if this is due to limitations of FS9 or just my lack of ability, but I for one sincerely appreciate the heck out of what you are doing. It's making the Hornet act like a Hornet (as near as I can tell, anyway).
I'll be waiting for continuing improvements, as you all make them. Thank you all again for all you efforts. I know you all must have better things to do with your busy lives, but those who don't sure appreciate the heck outta it.
Pat☺
Title: RE: New FSXBA Hornet
Post by: fullcoupe on January 14, 2015, 05:58:23 am

- Throttle response and thrust feel really really good. I no longer felt a spot in the middle of the throttle range that seemingly jumped exponentially. Nice work on that.

- Flap logic is accurate to NATOPS and the LEF/TEF transition speeds look very good. Fantastic work!

- Who made the exhaust smoke effects? They are by far the best and most realistic I have seen for FSX and I think I'm going to add them to my other aircraft. The burner effects are also quite stunning.


Thanks for an incredible rendition guys, I look forward to more flights with it and future updates.


Hi Jimi -- Just did a few touch and go's in the latest version.

- I have to second Pyro on the exhaust effects, incredibly realistic. The burner effect has great transition, but color-wise seems too neon blue on the edges. I only tested during the day though, it might look better at night.

- Love the more ambient and realistic landing light. Would love to see a more realistic update to the strobes as well. I know this is probably back burner too...

- Along with Pyro, the throttle is much better. I also notice taxi speed and "coasting" speed on the ground is much more smooth and manageable.

- Flashing with AOA indexer seems to be fixed :)

- I may be way late to the game on this one, but is T/O trim built-in somehow? I'm guessing there's a switch or mapped key for it...

Looking forward to the two-seater again!

Amazing aircraft, thanks Jimi and all the others who are putting effort in!



Matt
Title: Re: New FSXBA Hornet
Post by: Victory103 on January 14, 2015, 11:19:54 am
Matt,

T/O trim push button on the trim knob, mid-left console. Should have a shore and cat setting for where to place the stabs.
Title: Re: New FSXBA Hornet
Post by: cr4sh on January 14, 2015, 03:13:54 pm
Hello! first and foremost. this is an amazing a/c and im happy that you guys keep on improving it, now i have a little problem, when i shutdown the aircraft and everything is powered off, things like, the boarding ladder, intake covers, etc. don't appear. I'm using the 15.2 version of the mod.
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 15, 2015, 03:40:32 am
Pat, Matt and Cr4sh,

Thanks for the compliments and words of encouragement.  The two seater is still a work in progress.  As far as the boarding ladder.  I'll look into it.  Getting a mix bag with that one.  If works fine for some and not for others. 

Thanks again for the feedback!

Jimi
Title: Re: New FSXBA Hornet
Post by: cr4sh on January 15, 2015, 11:14:42 am
Pat, Matt and Cr4sh,

Thanks for the compliments and words of encouragement.  The two seater is still a work in progress.  As far as the boarding ladder.  I'll look into it.  Getting a mix bag with that one.  If works fine for some and not for others. 

Thanks again for the feedback!

Jimi
Thanks a whole lot, push the ground stuff like boarding ladder down the list, it's just a nice detail nothing more!
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on January 16, 2015, 06:32:32 am
Matt,

T/O trim push button on the trim knob, mid-left console. Should have a shore and cat setting for where to place the stabs.

I thought it was a 3 button combination:
1) The button on the left console is for yaw trim and rudder positioning for T/O (toe-in),
2) the "Pitot Heat" button on the right panel sets the pitch actions of the FCS to the proper pitch for carrier launch or ground launch, as determined by
3) the Launch Bar switch position, left angled panel. Up for normal, down for carrier.
Or am I mistaken? I am frequently so if please point it out! It's one way to learn :)
Pat☺
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on January 16, 2015, 07:26:41 am
I believe that was the case in the FSXBA 2012 jet, but in the 2014/15 bird the T/O trim button on top of the rudder trim knob works as per NATOPS.
Title: Re: New FSXBA Hornet
Post by: Azframer on January 17, 2015, 05:14:18 am
To cure the blue cockpit in D model create new folder in Texture, Texture.BA_VIP, and Texture.BA7 move file named CP_F18_4_N.dds from each of those folders into new folder created. That should get you a normal cockpit from exterior view. I decided to see if I could copy the file CP_F18_4_N.dds into folders Texture.BA1 – Texture.BA8 including Trainer to make sure it was available in case it was needed and it worked for me.
To me it seems as if file CP_F18_4_N.dds becomes dominant texture file for the D model, not sure why, I even tried to swap names in the T and N files and again I had a blue cockpit, so go with steps above for those with the blue cockpit.

Rick

Edit: We could be looking at another fix, but I feel what I have found may lead to a better fix.
Title: Re: New FSXBA Hornet
Post by: Azframer on January 17, 2015, 07:35:58 am
A before and after, I do think this method makes black a little to glossy, but like I said it may lead to a better fix.
Title: Re: New FSXBA Hornet
Post by: Azframer on January 18, 2015, 01:37:00 am
I am not sure if it is cool to post these here but it is Blue Angel Cursors 1 zip file with 3 individual zips labeled Top for pointer Roll for either working in back ground or busy your choice Afterburner for the one you did not choose. Give me heads up i you want it taken down.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on January 18, 2015, 07:21:56 am
I believe that was the case in the FSXBA 2012 jet, but in the 2014/15 bird the T/O trim button on top of the rudder trim knob works as per NATOPS.
Oh, cool! Thanks for the help :D
Title: Re: R: Re: New FSXBA Hornet
Post by: dreaminsight on January 18, 2015, 05:14:16 pm
To cure the blue cockpit in D model create new folder in Texture, Texture.BA_VIP, and Texture.BA7 move file named CP_F18_4_N.dds from each of those folders into new folder created. That should get you a normal cockpit from exterior view. I decided to see if I could copy the file CP_F18_4_N.dds into folders Texture.BA1 – Texture.BA8 including Trainer to make sure it was available in case it was needed and it worked for me.
To me it seems as if file CP_F18_4_N.dds becomes dominant texture file for the D model, not sure why, I even tried to swap names in the T and N files and again I had a blue cockpit, so go with steps above for those with the blue cockpit.

Rick

Edit: We could be looking at another fix, but I feel what I have found may lead to a better fix.

Since this is very difficult, can you post directly a .zip file with the folders ;D ?
Thanks!
Title: Re: R: Re: New FSXBA Hornet
Post by: Azframer on January 18, 2015, 07:27:08 pm
To cure the blue cockpit in D model create new folder in Texture, Texture.BA_VIP, and Texture.BA7 move file named CP_F18_4_N.dds from each of those folders into new folder created. That should get you a normal cockpit from exterior view. I decided to see if I could copy the file CP_F18_4_N.dds into folders Texture.BA1 – Texture.BA8 including Trainer to make sure it was available in case it was needed and it worked for me.
To me it seems as if file CP_F18_4_N.dds becomes dominant texture file for the D model, not sure why, I even tried to swap names in the T and N files and again I had a blue cockpit, so go with steps above for those with the blue cockpit.

Rick

Edit: We could be looking at another fix, but I feel what I have found may lead to a better fix.

Since this is very difficult, can you post directly a .zip file with the folders ;D ?
Thanks!
I can not do that because you would need to move the file CP_F18_4_N.dds and a zip file would only add the files needed not take files away that are already there. The only way a zip file will work is if I zipped my complete BA set and you delete yours and replace with mine.
I will check and see what happens without CP_F18_4_N.dds on BA 1 through Trainer and get back to you.

Go to your texture folder and just create a new folder then click and hold CP_F18_4_N.dds and drop into the new folder. then do the same wth Texture.BA_VIP. then jump in the VIP plane and check it out for no more blue cockpit.
If that works do the same in texture.BA7 folder.
Title: Re: New FSXBA Hornet
Post by: Azframer on January 18, 2015, 08:21:09 pm
Without CP_F18_4_N.dds on BA 1 and BA 2 still with it I see no difference at all

Skip this part:

copy the file CP_F18_4_N.dds into folders Texture.BA1 – Texture.BA8 including Trainer
Title: Re: New FSXBA Hornet
Post by: Azframer on January 18, 2015, 10:34:15 pm
After closer observation it does matter on the texture.BA1 - texture.BA_Trainer and this is what I noticed. marked with red arrows. To make those flaws go away you will need to make a copy of the file texture folders other than the D model.
Title: Re: New FSXBA Hornet
Post by: Azframer on January 19, 2015, 12:08:40 am
Well this is the first time I used the Google drive thing for this PhantomTweak cut all your texture out of BA file and store else where and paste these in. Let me know of any problems.
I was messing around with one of the fleet textures using it on the D model and that file is not in this batch, nor is the cfg file for it, this is textures only. That is why the decal file is missing from texture folder. Still trying to work that all out now.
https://drive.google.com/file/d/0BwewfJA2c4UsZWU5VU1kbUprM0E/view?usp=sharing

Edit: BTW I did move the decal file in the other folders where it could be accessed by all the BA files.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on January 19, 2015, 03:27:37 pm
I stumbled upon this very useful document that can be download from the AVSIM library:

'Flight Dynamics in Microsoft Flight Simulator' (2012) by Yves Guillaume

Link: http://www.fsdeveloper.com/forum/threads/fsx-flight-model-documentation-available.332348/
Direct Link: http://library.avsim.net/download.php?DLID=170811

Peter
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on January 19, 2015, 07:27:31 pm
Quote
PhantomTweak cut all your texture out of BA file and store else where and paste these in. Let me know of any problems.

Ummm....wasn't me that asked about the Blue Cockpit problem, Azframer.
Was it? I've slept since then...
I am much more concerned with how a bird flies than how it looks...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Azframer on January 19, 2015, 08:54:44 pm
Quote
PhantomTweak cut all your texture out of BA file and store else where and paste these in. Let me know of any problems.

Ummm....wasn't me that asked about the Blue Cockpit problem, Azframer.
Was it? I've slept since then...
I am much more concerned with how a bird flies than how it looks...
Pat☺
My bad it was dreaminsight. :-[
Title: Re: New FSXBA Hornet
Post by: RivasSim on January 20, 2015, 05:37:53 am
I have been slowly replacing the Default F/A-18 with this one, when lunch the mission Rocket Lunch Cover, I saw something funny on my wingman he looks like an alien, also the cockpit looks like it has been ejected, is reflected with a red arrow, and since the model I am using there is no problem it does not bothers me, I just want to make a notice of it.

This is the model with the air to air ordnance, maybe this is happening because of the way I am using the airplane, I don't know if this had happen in multi-player flights. Thanks for the great work
Title: Re: New FSXBA Hornet
Post by: Azframer on January 20, 2015, 10:02:31 pm
Thanks for the paint kit, after downloading a trial of Corel Paint Shop Pro and learning it now, figuring out the layers I have started a Aggressor version texture. The plane I am going for is a D model I found some decent pics of online. This will be the one I will be working on, slow going for sure though.
The texture will go on a C model A/C number will match a D model though.
Title: Re: R: Re: New FSXBA Hornet
Post by: dreaminsight on January 21, 2015, 07:43:23 am
Quote
PhantomTweak cut all your texture out of BA file and store else where and paste these in. Let me know of any problems.

Ummm....wasn't me that asked about the Blue Cockpit problem, Azframer.
Was it? I've slept since then...
I am much more concerned with how a bird flies than how it looks...
Pat☺
My bad it was dreaminsight. :-[

Oh, well it's right! ;D
Title: Re: New FSXBA Hornet
Post by: Victory103 on January 21, 2015, 10:48:40 am
Great paint, surprised it was never done for the CS Delta.
Title: Re: New FSXBA Hornet
Post by: edakridge on January 21, 2015, 03:26:25 pm
First, I want to commend you on the great job so far! Second, how far along are you on Tacpack integration? I know that the gun is working, but is there any progress report on the weapons integration? I would love to see this "C" model fully mission capable.
Title: Re: New FSXBA Hornet
Post by: Azframer on January 22, 2015, 09:57:38 pm
Man this is slow going for me, especially being I am learning the textures and new paint software.Aggressor paint s quite hard on top of all that.
Title: Re: New FSXBA Hornet
Post by: einherz on January 23, 2015, 11:13:52 pm
hi guys, thanks everybody in this forum, very interesting new models, and utilites, just one thing what i doesn't found in v15.2 - naked hornet lol, yes i realy loved fly it whith no tank(s), pylons and weapon
and it's will realy great found aggressor skin, i not actualy edequate person, so i think i could be nice target for topgun traning lol, i mean i'm not very good pilot, and unpredictable in bad sense, so i perfect target for traning realy!!! lol
and i love this dissonance feeling hornet with red stars lol
befor fsx blue angels was installed, my favorite craft was defoult agressor from fsx with modification of hud, and f/a-18c with this skin was only in my dream
so happy new year then, and good luck with all your friens, lovers, and hobbies ;)
thank you very much
p.s. please test some in prepar3d 2 too, 15.2 version some craft couldn't visible, forexample prototype
and would be nice some pdf manual for new features
thank you all again
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on January 24, 2015, 09:59:39 am
Man this is slow going for me, especially being I am learning the textures and new paint software.Aggressor paint s quite hard on top of all that.

Stick with it, Az, I bet it'll turn out awesome :)

Pat☺
Title: Re: New FSXBA Hornet
Post by: mmann on January 24, 2015, 03:20:42 pm
just one thing what i doesn't found in v15.2 - naked hornet lol, yes i realy loved fly it whith no tank(s), pylons and weapon

I agree, not having a clean model has me spending more time flying the Sludge Hornet than this one.
Title: Re: New FSXBA Hornet
Post by: einherz on January 24, 2015, 04:46:58 pm
i was sure i'm not an alone hahaha
please make something with glimit at high alt/speed is 15g can kill me ez cuz i'm cutie hehehe
and one more - is it posible in future see collimat hud?
just forgot something,,, aaa, alt cruice now it can ez fly around 60000 with no engines's problem, and no visible afterburner is just start visible, but when you get throt forward yet more afterburners are gone
about gear damage, afaik f/a-18 stay ok if droped from 10m/33feet, so it around 9.8 m/s vs or more than 2000f/m, so first it could damage pilot by compression fracture of the spine when gears demper go at end position and vs stay about 5m/s
if i sayd something stupid, be free correct me please
Title: Re: New FSXBA Hornet
Post by: DennyA on January 24, 2015, 10:57:25 pm
Just downloaded this and it's awesome!

Ran into one minor problem: The F/A-18C Prototype and VF-12 Centennial versions don't work; they give a model loading error.

Turns out the problem is that the Model.clean folder only has the Interior model and is missing the actual aircraft model. Wanted to alert you guys in case you want to fix the zip file.

So, I solved the problem by copying fa18c_cp_clean.MDL from the older FA-18C_FSXBA2014 FLT14.16.zip and now those two planes work. Not sure if I'm missing any model improvements using the older exterior for these.

(einherz and mmann, this is the missing clean model.)
Title: Re: New FSXBA Hornet
Post by: einherz on January 25, 2015, 02:26:15 am
thank you, now i'm sure what to do :)
so just redownload other version and catch some files
found 14.18 but think it same as 14.16
Title: Re: New FSXBA Hornet
Post by: mmann on January 25, 2015, 05:27:36 am
I had already tried the older clean version, but the older model was missing some animation features so I got rid of it.
Title: Re: New FSXBA Hornet
Post by: Azframer on January 25, 2015, 09:23:52 am
I almost gave up today after this software deleted a layer I created for this plane a couple of times and kept layer I did not need from the paint kit. I shut it down for a while and calmed down and made it back to this point for the night.

Edit added updated pic.
Title: Re: New FSXBA Hornet
Post by: einherz on January 25, 2015, 02:47:15 pm
I almost gave up today after this software deleted a layer I created for this plane a couple of times and kept layer I did not need from the paint kit. I shut it down for a while and calmed down and made it back to this point for the night.
that reason firstly made clean model of aggressor :)
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 26, 2015, 01:35:55 am
Gents,

Unfortunately, because I was 1. pretty sick with the flu and 2. work has really ramped up as of late, I haven't had much time to spend on the Hornet.  When I get back to wellness and some spare time, I will re-attack.

As usual, thanks for the good words for those who gave them.  I will be sure to pass them along.  To answer some questions....

Clean Version Hornet:  Should be an easy fix.  I'll try to include it in the next release.

Centennial and Prototype Textures:  Same as above.  Should be an easy fix.  Thanks for the help Denny.

Einherz:  I'll dig into your stuff when I get a chance.  I'll take a look at the G limiter.  As far as I know, the HUD is already collimated.  Can you please provide more detail with your issues?  Thanks.

RivasSim:  Very weird effects there.  I'll take a look, but it might be a while.

Azframer:  Texture is coming along very nicely.  Nice work and appreciate the effort.  Can't wait to see the finished product!
Title: Re: New FSXBA Hornet
Post by: einherz on January 26, 2015, 06:54:04 am
thank you for your work, is not very big problem, but collimat should go up when pov go down and opposite, but in game hud moving with head is absolutely not collimat but helmet display's behavior:)
landing gear ligh no light on the ground, but i tthink it could be catch from a2a redux effects, clean models speed only around 1.6m, i don't sure but this limit for much biger midsection, may be with 3 tanks and some weapon :)
and would be very nice put some thing like cat 2 cat 3 mods. and auto trim togle, and relaxed g limiter, afaik in hornet you have 7.5 g limit as normal, and about 10 relaxed, but i think it should be something like 5 with tanks or/and heavy weapon
and i have very strange bug, when i landing my tail rudders go right, must be auto correction work, but after touch down ground it have to be in center, but it is stay right and i have to use manual trimming by course after landing or just push rudder trim center button on the joystick
and one more question - would you like do workable jet station with dropable tanks when they empty?
thank you very much for this craft
look like collimat work correct, just some confused was :) sorry
must be over g was after autopilot off, now maximum what i get it 8.4 :) but spped stay about 1.6m :(
and look like old problems with mfd stay with us - acl, req without preload scenery crashed simulator down
and very hope models will better quality 3d and some animations(jet turbine), textures etc
any way f-18c awesome :) thank you
Title: Re: New FSXBA Hornet
Post by: Kea on January 29, 2015, 02:23:44 am
Hi everyone.
Since Hani Michal made his excellent paint kit available, I've been tinkering with some repaints for the Finnish Air Force, Royal Australian Air Force and Royal Canadian Air Force. So far I've completed a "clean" and "weathered" repaint for the following:

Finnish Air Force HN-419 (11Sqn - I think!?!)
Royal Australian Air Force A21-23 (75Sqn)

I've only done one "weathered" repaint for Royal Canadian Air Force 188747 (409Sqn) as the RCAF repaint has given me the most headaches trying to complete. Preview images below, along with link to Google Drive folder containing all three zips. Let me know if the link doesn't work, first time doing all this!

DISCLAIMER: I am in no way a professional repainter like Hani Michal, Joe Laars or Zsolt or any of those other guys, these are my best efforts based on various internet images as I have no first-hand knowledge of any of these aircraft. I've used GIMP for the repainting and it's been an interesting experience. These are all "version 1" repaints, I know there are a couple of things to fix which I will try to do in time, but no guarantees. Any glaring mistakes, please let me know for any future tweaking.

Otherwise I hope these bring some happiness to the non-US Hornet flyers out there...

FAF "clean"
(http://i1119.photobucket.com/albums/k635/Kea20/FAF%20clean_zpsnkvazzwq_1.jpg)

FAF "weathered"
(http://i1119.photobucket.com/albums/k635/Kea20/faf%20dirty2_zps30mnujxv.jpg)


RAAF "clean"
(http://i1119.photobucket.com/albums/k635/Kea20/raaf%20clean_zpsakrvcudv_1.jpg)

RAAF "weathered"
(http://i1119.photobucket.com/albums/k635/Kea20/RAAF%20dirty_zpsrn8xdnzi_1.jpg)


RCAF
(http://i1119.photobucket.com/albums/k635/Kea20/rcaf_zpsrsvp6jdl_1.jpg)

Download link: https://drive.google.com/folderview?id=0B_KeMXMmL3b3WTZvVUVFOHB1X0U&usp=sharing
Title: Re: R: New FSXBA Hornet
Post by: dreaminsight on January 29, 2015, 05:34:27 pm
Sorry. Where to get the paintkit?:P
Title: Re: R: New FSXBA Hornet
Post by: Azframer on January 29, 2015, 07:03:47 pm
Sorry. Where to get the paintkit?:P
Page 32 of this thread, put out by Hanimichal.
Edit:
I hope you are able to work with layer with your paint program, you will need to.
3rd post from the bottom
http://www.fsdreamteam.com/forum/index.php/topic,6944.465.html
Title: Re: New FSXBA Hornet
Post by: Archi on January 29, 2015, 10:20:22 pm
Thank you Kea!  :)
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on January 29, 2015, 11:59:32 pm
Thanks for your work Kea, much appreciated and no DISCLAIMER necessary. I will integrate those into NH texture pack.

Peter
Title: Re: New FSXBA Hornet
Post by: Azframer on January 30, 2015, 08:02:44 am
Okay the Splinter texture for the D model is done it can be downloaded here.
https://drive.google.com/file/d/0BwewfJA2c4UsRDYyMjMxaXJCd1U/view?usp=sharing
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on January 30, 2015, 03:57:09 pm
Hello Jimi / Orion,

I'd like to report an issue with the 15.2 version. Odd pitching behaviour resulting in being able to pull a backflip at low altitude at slow speed at medium to max dry thrust.

How to reproduce behaviour:
Select a random 15.2 version texture and put simulator into 'pause' mode, now change and switch between different loadouts and textures while staying in 'pause' mode. Also change the points of view, like one would to developing and testing new textures. Do this changing routine around 10 times or so, to be save. In order to trigger the odd behaviour sometimes changing 3-4 times was sufficient, sometimes much more were needed. When you finally resume/release the 'pause' mode you will notice the aircraft is resetting on the ground and that the elevators will be facing slightly downward (like pushing negative g without touching the handles). If the elevators are not perfectly leveled it means the described effect can be triggered. Releasing parking breakes and gain speed at full thrust, when around 180 kts and you pull the aircraft up from the runway, it suddenly does backflips like crazy (rotating around its own axis) and remains in the air with or without thrust for a while until after a short while it will finally crash.

I have never noticed this behaviour before during texture development, before the Autoflaps.dll was being introduced. It looks to me like some sort of buffer overflow could be the case or the dll not being properly reset somehow - just guessing.

An other variation of this odd pitching / backflip behaviour is occuring when one flies around the tower (tower view) and changes the loadouts and textures while in flight (WITHOUT putting the simulator into 'pause' mode). Do this changing routine between 5 - 10 times and you will notice that the AoAs your are being able to pull at full stick with max. dry thrust while flying circles around the tower will increase by the time until you will be able to do a backflip like maneuver by just pulling full stick at around 50 degrees bank angle, trying to turn the plane around. Pitching seems to become more and more sensitive somehow.

Best regards, Peter

P.S. I hope my explanations somehow help you narrowing the error down.
Title: Re: New FSXBA Hornet
Post by: Orion on January 30, 2015, 10:29:09 pm
I don't know what would change after resetting so many times.  The gauge should be loaded and unloaded completely by the simulator each time, which means there shouldn't be a difference when changing aircraft.  All the gauge's dynamically allocated memory should get deleted when FSX unloads the gauge, and at worst it would only cause a memory leak, not erratic flight behavior.  The gauge should have no effect on the elevator; it only sets four flap variables (TRAILING EDGE FLAPS LEFT PERCENT, TRAILING EDGE FLAPS RIGHT PERCENT, LEADING EDGE FLAPS LEFT PERCENT, LEADING EDGE FLAPS RIGHT PERCENT).
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on January 30, 2015, 11:38:09 pm
Thanks for clarifying, Orion, maybe it is just coincidence, resulting from something different. Are you being able to reproduce the odd behaviour? You may have to try a few times.

Best regards, Peter
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 31, 2015, 03:29:19 pm
The only other thing I can think of is the pitch auto trim gauge.  There is not function for it to pause upon sim pause, so when you pause the sim, the gauge will keep cranking up or down the trim until it maxes out over a little bit of time.  Once you un-pause, the trim will still be maxed out until you move the stick up or down and give the gauge a chance to reset the pitch trim.  Another thing I notice is the FSX will get "funky" after so many resets.  Testing these gauges requires me to reload the aircraft A LOT.  After so many times, certain things will fail to load correctly and I have to shut down and restart the sim.  Usually indicated for me on the engine data display on the MFD.  All engine parameters read "0" although the engines are on and functional.

Excellent work on the textures.  Going to check them out now.  Any issues with me including them in the next release?
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on January 31, 2015, 04:40:53 pm
Thanks for clarifying, Jimi. Have you changed anything significant within the last releases 14.18 and/or 15.2 that could cause pitch auto trim gauge to trigger such odd behaviour?

In the past I have paused and unpaused the sim for texture development and reloaded the aircraft many times, but never experienced such a behaviour that led to a completely unrecoverable flight situation, where stick input seemed to be either completely ignored or being overcompensated. I remember that releasing the aircraft from pause after many reloads caused the aircraft to do a momentary pitch up or down sometimes, so you had to manually correct through stick input to regain a leveled flight, but these were minor corrections, nothing big, and the plane never spun out of control.

Just guessing now: May you have replaced some linear dampening functions with exponential ones, that being 'paused' and missing feedback diverge into such high numbers that once being 'unpaused' will ineavitably lead to unrecoverable flight situations?

Best regards, Peter
Title: Re: New FSXBA Hornet
Post by: Azframer on January 31, 2015, 08:22:08 pm
Excellent work on the textures.  Going to check them out now.  Any issues with me including them in the next release?

Fine with me Jimi I regretfully did not include a thumnail though I posted it in this comment can download it here. I was thinking about doing a version for the C model.
Title: Re: New FSXBA Hornet
Post by: Kea on February 01, 2015, 06:09:12 am
Yeah no worries Jimi, but I'm not overly happy with the RCAF texture, especially the false cockpit around the nosewheel area. I plan to fix it soon but if you're happy then go for it.
Title: Re: New FSXBA Hornet
Post by: Kea on February 06, 2015, 05:38:15 am
Updated RAAF and RCAF textures (v2) on the Drive. FAF texture remains the same.
Fixed (as best I could) the false canopy on the RCAF version and tweaked the colouring - it was too purplish in my opinion. Some other minor tweaks also.
Minor tweaks to RAAF texture, including a lighter drop tank.
Jimi - happy for these ones to be included in your next release!
Might try a Swiss one next, or add new serials/squadrons to the existing ones...?

https://drive.google.com/folderview?id=0B_KeMXMmL3b3WTZvVUVFOHB1X0U&usp=sharing
Title: Re: New FSXBA Hornet
Post by: Kea on February 06, 2015, 09:50:25 am
Swiss AF texture now up, follow link in the post above and you should see it with the others.
Two paints for aircraft J-5002 from Fliegerstaffel 11:

Normal "clean" (the Swiss seem to keep their Hornets generally quite clean!)
(http://i1119.photobucket.com/albums/k635/Kea20/SAF_zpspertfidk.jpg)

Special World Economic Forum NFZ paint - some aircraft were painted with the emergency freq of 121.50MHz on their centreline tanks
(http://i1119.photobucket.com/albums/k635/Kea20/SAFWEF_zpsbyxbjloa.jpg)

Again, any incorrect details or glaring mistakes, please let me know so I can continue to improve these paints.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 06, 2015, 02:43:11 pm
Very nice!  I will update and include.  Thanks!
Title: Re: New FSXBA Hornet
Post by: whiteside on February 09, 2015, 11:17:53 pm
Hi Jimi,
Where is the link for the latest version?
Thanks
Will
Title: Re: New FSXBA Hornet
Post by: Kea on February 10, 2015, 08:34:04 am
Hi all

Just updated the Finnish and Swiss Air Force textures (now both v2) - noticed some issues with the walk strips on the fairings so have corrected them. Apologies for that, should have noticed them earlier before putting them up.

https://drive.google.com/folderview?id=0B_KeMXMmL3b3WTZvVUVFOHB1X0U&usp=sharing
Title: Re: New FSXBA Hornet
Post by: einherz on February 10, 2015, 10:24:21 am
please made agressor clean skin but with clean air model, i mena speed g-load, accelerate etc.
Title: Re: New FSXBA Hornet
Post by: Jax on February 10, 2015, 11:27:01 pm
So far so good on the latest version, and thanks to Kea for RCAF textures. By the way, are there any plans for TacPack integration?

Cheers!!

Switch
Title: Re: New FSXBA Hornet
Post by: Paddles on February 12, 2015, 06:19:27 am
And what about this VFA-113 CAG paint?

(http://www.navy.mil/management/photodb/photos/111211-N-DR144-397.jpg)
(http://www.navy.mil/management/photodb/photos/111211-N-DR144-399.jpg)
Title: Re: New FSXBA Hornet
Post by: Azframer on February 13, 2015, 12:41:39 am
Hello! first and foremost. this is an amazing a/c and im happy that you guys keep on improving it, now i have a little problem, when i shutdown the aircraft and everything is powered off, things like, the boarding ladder, intake covers, etc. don't appear. I'm using the 15.2 version of the mod.

Sorry I was busy painting the splinter version and did not catch this comment, Canopy opens with Shift-E pressed at same time, but if you do the Shift-E followed by 2 it gives you your boarding ladder and intake covers.

Edit+ I must have been in another plane when I did that it does not work for this one, I apologize for that.
Title: Re: New FSXBA Hornet
Post by: Azframer on February 13, 2015, 09:34:01 am
I thought I had painted over the non skid surface like I was suppose to but miss some sections. If you downloaded the Splinter texture please download and paste this into texture folder included is a thumbnail as well.


Removed previous link to add both fixes and Thumbnail.
https://drive.google.com/file/d/0BwewfJA2c4UsdUdHaWNrNExxM2s/view?usp=sharing
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on February 13, 2015, 07:56:58 pm
Thanks for the great repaint Azframer, I am not sure if you have missed some parts of the non skid surface to paint over on file "CP_F18_2_T.dds" too. Please have a look at it - I am referring to the following section.

Best regards, Peter
Title: Re: New FSXBA Hornet
Post by: Azframer on February 13, 2015, 08:11:37 pm
Thanks for the great repaint Azframer, I am not sure if you have missed some parts of the non skid surface to paint over on file "CP_F18_2_T.dds" too. Please have a look at it - I am referring to the following section.

Best regards, Peter
Peter thanks for bringing that to my attention, I had crashed out of the program during the process on this one a couple of times. I need to pay more attention to this for sure, I will get the fix for that as well
Thanks again.
Rick

New Texture Fix has above fix previous and the thumbnail. Thanks again Peter.
https://drive.google.com/file/d/0BwewfJA2c4UsdUdHaWNrNExxM2s/view?usp=sharing
Title: Re: New FSXBA Hornet
Post by: Azframer on February 13, 2015, 10:25:10 pm
Well I had started a C model aggressor but I ran into a issue with door over nose gear retraction jack, for some reason it appears black after paint not sure how to address that.
Edit= same goes for the boarding ladder.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on February 13, 2015, 10:56:40 pm
Here you go: Had the same problem some time ago, until I got bored searching and started painting all relevant texure files red and reviewed them in the sim, until I found out where to look for.

Best regards,...

Looking forward to see the new aggressor texture.
Title: Re: New FSXBA Hornet
Post by: Azframer on February 15, 2015, 04:53:21 am
Thanks for bailing me out with the help Peter, that problem is cured, is there another one to solve the canopy frame, I painted that and still it is dark. or darker than needed.
Title: Re: New FSXBA Hornet
Post by: Azframer on February 15, 2015, 07:39:04 am
After dealing with the blue cockpit on the D model and removing file CP_F18_4_N.dds I did not have that file in the C model and that was the cause of the dark color frame on the C model. After changing the model to a D model and all was fine with color I checked and seen the CP_F18_4_N.dds file was not in there, I added that file and all is now good.

Rick
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on February 15, 2015, 11:38:15 am
Hi Azframer,

repaint looks great! Some more tips that might help.

1) Insignia placements seem to be placed a tad too much forward. Please check, and if necessary replace them accordingly, also check for correct orientation. On some "older" schemes insignias might be placed orthogonally in relation to the fuselage, e.g. YF-17 scheme.

2) Please, also check for correct placement of the LEX spill ducts on port side, as Paddles was so nice to point out in my case. http://www.fsdreamteam.com/forum/index.php?topic=10839.0

3) In general: Much too late I realized with my own textures, that one should not use the 'absolute' color black (R:0, G:0, B:0) for texture paints, even if the original seems to be black. Instead use a very dark grey tone, so contours provided by the specular and bump maps remain visible, see image below. It makes the model look much more realistic.

Best regards, Peter
Title: Re: New FSXBA Hornet
Post by: Azframer on February 16, 2015, 03:56:09 am
Peter thanks again for your help, normally I would be running Jasco Paint Shop 7.2 pro from years ago, hopefully that does not age me to bad. And using the paint kit with Corel has been a bit of a learning curve for me. Using the paint kit the insignias for the wings they are on same layer locked together and if I had move top one in the correct position bottom wing side would have been on leading edge, I should have cut one away and copied and place where I needed to.
 
I'll get the spill ducts worked out as well.

I did change the almost black paint to a dark grey like you mentioned and it looks so much better now.

I just went through the paint kit and saved each layer into a separate folder, saved into bmp files so I can work with them in another paint program copying layer in one at a time.

The Blue Aggressor will have the insignia inboard of wing fold hinge with red star w/white border outboard of wing fold hinge.

Thanks again
Rick
Title: Re: New FSXBA Hornet
Post by: Azframer on February 18, 2015, 09:16:52 am
Okay I have done all I can do with this texture, for some reason the right aileron on right wing has a dark stripe in between wing. Textures only.
http://www.mediafire.com/download/td82eoxa0sdhdg0/Texture.VFC-12_Aggressor.zip
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on February 18, 2015, 11:46:44 am
Thanks for the nice texture Azframer, much appreciated. I will have a look at it when I get home.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on February 20, 2015, 09:55:15 pm
When I tried to resolve the issue with the dark stripe in between the wing and the right aileron, I remembered a similar issue with the BA version and the text under the wings, there. It seems to be only one stripe for both, left and right, wings. Also the left side of the wing seems to be a tad wider than the other one, which would be in accordance with the assumption above. For the distance strips between the flaps and the wing there also seems to be only one texture, which is being mirrored for both sides. For the elevator, there is just one texture for the upper side and one for below, left and right sides are getting mirrored. For the fins and rudders, four complete textures are available.

As a workaround I slightly changed the wing textures so the issue is not noticed that easily, although it remains somewhat obvious. I also corrected several other small issues I noticed. Thanks again for the great repaint, Azframer, must have been a lot of work.

Because I am not that familiar with the New Hornet textures, I will start with an easy one. Replicated USMC VMFAT-101 222 'Medal of Honor' texture from the FSX version. I will continue with my most favorite FSX textures, that do not seem too difficult to finish.

Best regards, ... Peter

- textures_VFC-12_and_VMFAT-101.zip => http://www3.zippyshare.com/v/SBfgoYmP/file.html
Title: Re: New FSXBA Hornet
Post by: Azframer on February 20, 2015, 11:01:31 pm
Vertical stabs there is 4 surfaces but for the rudder surfaces themselves those are mirrored as well. One is inside and the other is outside. That strip that ties the 2 together I found it is nothing.
Yea it did take a lot of work saving and checking in the sim back and forth to get to where it is. Mediafire is showing 46 downloads as of now so a few people like it, makes me want to do more. I'll be waiting on when I am able to buy the Corel. I did save the bmp's so I could attempt to use them in Jasc Paintshop Pro but it came out with a white background selecting it and cut it away just give me a grey background.
I am left with creating a new layer and painting over a particular layer and copying it to main Background or original. It is the same way with Paint.net program you use Peter. I'll have to see if my program will save where Paint.net program can open all the layers like Corel does.

Rick

Edit: The AF was supposed to be on the inside rudder surface but the rudder surfaces are a mirror so I had slipped them forward onto the stabs.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on February 21, 2015, 12:08:58 am
You could try saving in different formats, and test if any of these open properly. I have had similar issues in the past. Although I own a working Corel version, some textures I found were corrupt and could not be accessed properly. The only workaround I stumbled upon and that worked was saving them through "sagethumbs" as .bmp and than I was able to import them properly again.
Sometimes .dds files were saved in the wrong format, without mipmaps and/or as DXT3 which caused some unwanted grey effects too. I used Paint.NET to open and save them as "X8R8G8B8" first. Closed program and reopened them saving them now as .dds DXT5 with mipmaps and all was fine now.
Title: Re: New FSXBA Hornet
Post by: Azframer on February 21, 2015, 04:22:08 am
Prepar3D makes it look really good, I am confused on what I would need to buy for that. Is it just a online purchase?
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on February 21, 2015, 12:27:58 pm
That won't change anything, Azframer. My old FSX looks the same as the P3D v1.4 I got myself as a Christmas present a few years back. The only reason why I prefer one above the other is because a few bugs have been fixed and it is in general more stable.
If you want to brush up your visual experience I found myself that Aime Leclercq's 50cm project (Forest, Rock and Interzon) has the most visual impact, and it is freeware. (https://sites.google.com/site/aimecreations/ALCreations/download)
TreeX, I use, from the same website is also a bliss, compared to the default fsx trees, and it is freeware, too.
A decent world terrain mesh might also help, like FSGenesis. And an additional landclass addon is also nice. I currently use SceneryTech. In case you do not want to spend any bucks you can find regional freeware solutions for latter two on the web.
Title: Re: New FSXBA Hornet
Post by: Sundog on February 22, 2015, 07:04:22 am
Can anyone explain why when I engage the AP the plane goes into nose dive until I disable it, and when I disengage it then always has a nose down trim that can't be corrected?

Thanks.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on February 26, 2015, 04:56:50 pm
Orion: concerning Autoflaps.dll

I was experimenting with the extending-time values lately, e.g. reducing them down to 1 second for the leading edge flaps (because they seem to be moving quite fast in reality, and I wanted to see how it affects flight behaviour) when I noticed that soon after the takeoff and after a few maneuvers (when they worked ok), they seem to lock up in neutral position and do not react to any changing AoA as they would normally do. All other flaps seemed to work ok (with unchanged original values). When I changed the other flaps (tailing, aileron and stab) extending-time values down to 1 second, they locked up too.

In this connection I remembered an other strange behaviour, too. Some times during my landing approach, always around speeds of 350kts, manually extending the flaps sometimes happens extremely slow, approximately around 3x/4x times as long it would normally do, barely noticeabe at first (automatic flaps behaviour was ok before that). Other times everything works ok.

Could this incidents be connected to each other, maybe caused by an internal polling interval/refesh rate of the flaps positions in the dll?

Best regards, Peter
Title: Re: New FSXBA Hornet
Post by: Azframer on February 26, 2015, 06:10:53 pm
350 kts is a bit fast for flaps, pretty sure extra time is due to that alone. I have not even looked into the settings yet on this plane. I've only seen a few air files that were not coded so you could not tell what was what in it.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on February 26, 2015, 09:29:05 pm
Even below 300 kts they take like forever to deploy. I do not know if it's supposed to be like that. Below 200 kts flaps work as expected. In the past, I used flaps (32 deg.) to slow the jet below 300 kts getting ready to deploy the gear below 280 kts. When the gear was fully deployed, around 230 kts, I finally deployed full flaps (45 deg.). Maybe I am wrong?

However the issue concerning flaps locking up as extending-time is reduced is persistent, as described. Orion, please have a look at it.

------------------------------------------

Just finished updating weapons texture for the Mav and Zuni, went for the laser guided versions. Also found the spot, where to paint the guidance system, its on CP_F18_1_T.dds

Enjoy!

Peter
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 27, 2015, 01:19:49 am
Gents,

Although the pilot can command for FLAPS HALF and/or FULL, the actual lowering of the Trailing Edge Flaps still happens as a function of Airspeed.  As your airspeed slowly bleeds off, the TEFs slowly lower to adjust.  At about 180, you should have the full 30 deg of TEFs commanded by the HALF setting.  At 150, you should get the full 45 deg if set to FULL.

Hope this helps.


Jimi
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on February 27, 2015, 07:36:37 am
I just read through the FA-18_ABCD_000 NATOPS, for what it's worth, and both the shore-based procedures and carrier-bourne procedures sections say to set the flaps to HALF, or FULL, after the gear is set DOWN during the break, below 250kts. I am not certain of hte modeling, but perhaps the flaps are being "damaged" when you try to force them down at too high a speed? That may perhaps be why they stick?
I am far from being a Nasal Radiator,  and have only ever dreamed of flying an '18, in the real world, anyway, and all I can offer is information out of the NATOPS one can find on the net. For what it's worth, that's what I found :D
Just my thoughts on the matter. I am certain Jimi is vastly more knowledgeable than I am about it all. I still love this bird with a passion, and strenuously recommend it to anyone who may be interested in FA-18's.
Pat☺
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on February 27, 2015, 11:35:12 am
Thanky you all for clarifying on the subject matter! Old and especially wrong habits die hard, as in my case.

For the extending-time, a video was posted, where all flaps are being tested when the bird is stationary on the ground, and you can see that the leading edge flaps are moving really fast from neutral position to fully lowered in about one second. The original fsx value for LEFs was 1.05 sec. so this could be right. TEFs speed is much slower, agreed. But I do not understand why they lock up going back to neutral position, is it desired or a bug?
Title: Re: New FSXBA Hornet
Post by: jason99vmi on February 27, 2015, 04:47:03 pm
Thanks for a great aircraft! 

Just a quick question.  I'm unable to hook a wire on the Carrier is there a fix for this i'm missing.  I saw there were a couple updates to the air file for 15.2 but wasn't sure if they addressed this.

My brother tried as well but unsuccessfully so it wasn't just poor approaches  :D

Thanks again!

Jason
Title: Re: New FSXBA Hornet
Post by: Azframer on February 28, 2015, 04:50:00 pm
Jason check your speed on approach you might be coming in to hot, I have done it also and bolstered having to come back around even when I clearly landed short of the wires.

Rick
Title: Re: New FSXBA Hornet
Post by: whiteside on February 28, 2015, 05:08:31 pm
Hey guys, man do I love flying this jet!
I am using TACPACK
I have no prob making this happen with the Super Bug.
I have a few questions and I know there would be a better spot to place these.
Q1: How do I get the 111.00 freq in for ther ILS to the ship? (So far I have hit the ILS button on the UFC? and put in 47X then hit enter.
Q2: Getting the TACAN 27X to display hit TACAN button then entered 27X.
On HSI, I box either TCN or ILS.

Q3: Can I change the command that makes the visual of pilot ejection to something else?

Q4: Can I lower the parameter to get the airplane to "dig"? I use the buttkicker and I'd like to increase the effect a little. So as you don't have to pull so hard before you get a little airflow separation.
Loving CQ with this little Hornet!
Thanks for your time.
W
Title: Re: New FSXBA Hornet
Post by: whiteside on February 28, 2015, 10:03:14 pm
On the TACAN AND ILS it seems its just on carrier based platforms. Am I doing something wrong?
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on March 02, 2015, 12:09:53 am
Have you read through the tutorial thread at the top of this forum? It pulled my tail outta the fire, and is very well written and very easy to understand. I haven't the fainest idea how to post a thread number in here (kinda sad for an IT guy isn't it?) or I would give you a link. http://www.fsdreamteam.com/forum/index.php/topic,20.0.html (http://www.fsdreamteam.com/forum/index.php/topic,20.0.html) give that a try...

On a lighter note: Isn't this the very best FA-18 you ever saw for MSFS? I am continually amazed by it, and strenuously tell anyone with the slightest interest in this sort of bird to come here and get it asap. I cannot believe the effort Jimi and every one else put into it to really make it "As Real As It Gets"!!! [/rant off]

Pat☺
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on March 02, 2015, 01:26:21 am
Jimi, et al.

I like to submit the following changes to the bird taken into consideration for the next release, if possible:

1) Smokesystem: Trying to correct an issue I had with the smokesystem that was caused by the CS version, I went through all the smoke effects and found a few issues within the xml effects 'smoke enable:xx' function calling the wrong line numbers. I have corrected them to the best of my knowledge (they all seem to work as expected now) and have changed the position of the Flare_Cutoff effect from line 5 to 9 as it was causing the issue with the CS version. In order to make the smokesystem compatible with the FSX and CS versions, please see if you can keep the new order.

2) Lights: When I was checking the lights at night, I noticed that the main light illuminating the runway is present for the MAV version only, and also cannot be turned off. Can this be fixed and implemented for the A-A, GBU, Zuni, Clean, and BA versions too? Also when turning the lights off, the position lights seemed to remain on, changed color from light green to light brown. Maybe there is a formation_lights file missing for the night, or something else?

3) Textures: The afterburner textures have been flipped upside down and caused the AB effect (of the model file, not the xml effect) to be inverted. Corrected files are included below. Adjusted weapons textures for MAV and Zuni included, too.

4) VC cockpit mirror: I have slightly changed the color of the VC cockpit mirrors to make the look a bit more realistic. See screenshots. One with the sun up in the back, and one with the sun from up front.

5) VC and HUD: In order to make the general VC cockpit view more realistic I have slightly moved and resized the HUD and adjusted eyepoint and FA18_HUD variables. See screenshots. For general flying I find it more appropriate, for a carrier or landing approach zooming in works fine.

6) panel.cfg: FCS!Carrier_Takeoff_Trim and FCS!G_Limiter seem to be obsolete, can they be removed?

7) hi_alpha_on_roll/yaw: Doing a few stall maneuvers at different altitudes I realized these could trigger the bird spinning around the yaw axis being unrecoverable without barely loosing altitude (rotating around a horizontal axis, not a vertial one as one might expect). This looked funny but was not very realistic so in order to avoid it, I slightly reduced the yaw momentum, and increased the roll momentum a bit.

8) p_factor_on_yaw/torque_on_roll: as I discovered later, these are valid for airplanes with rotating propellers only, so they can be removed safely.

9) wing_pos_apex_lon/vert: as these seem to have no bearing on flight dynamics and resembling entries (1515) in the .air file are marked obsolete, they seem just to be used for MAC calculation and visual positioning, so I have adjusted them for the vapour effects on the wing tips to match much better, now.

All the corrected textures, effects and values can be found in the file below, please recheck them in case I have made some mistakes.

Best regards, Peter

P.S. I could not find out how to trigger the cannon and flare effects manually. Key 'i' seems to trigger all effects in the smokesystem at once. Please elaborate.
Title: Re: New FSXBA Hornet
Post by: whiteside on March 02, 2015, 07:56:04 am
Yes, I LOVE flying it especially with the buttkicker!
OK, I have the Nimitz set at 27X for TACAN and 111.00 or 47X as ILS in TACPACK. I CANNOT get either of these to display on the hud or HSI. I hit ILS on the UFC and input 47X. Hit CSEL and select ILS on the HSI. What am I doing so wrong???????
:) Help!
Title: Re: New FSXBA Hornet
Post by: whiteside on March 02, 2015, 08:00:05 am
They seem to work fine for shore based navaids.
Title: Re: New FSXBA Hornet
Post by: whiteside on March 02, 2015, 03:43:46 pm
After much more testing, I still cannot get the ILS or TACAN to come up at ANY ship. I am using TACPACK. I have verified that I am using the ILS and TACAN frequencies/Channels that I set up for each carrier in TACPACK. Other aircraft(Superbug) see them both. Is there a sequence of installation or a patch for the FXBA Hornet I was supposed to install?
Any comments are helpful thank you.

On the lighter side:
I am now getting pretty good at CASE 1 and 3 CV approaches without the electronic guidance.
Between this FXBA Hornet, vLSO, Enterprise, Nimitz and my custom pit I am LOVING this experience!
Thank you guys and thank you JIMI!
Will
Title: Re: New FSXBA Hornet
Post by: whiteside on March 02, 2015, 07:32:22 pm
Is there a way to turn off and on the TACAN OR ILS RADIO?
Title: Re: New FSXBA Hornet
Post by: whiteside on March 02, 2015, 10:19:16 pm
OK, worked using 57X. 112.00 on Nimitz
Title: Re: New FSXBA Hornet
Post by: whiteside on March 04, 2015, 09:21:28 pm
I thought by spawning the carrier via TacPack was the way to get a TACAN AND ILS on the ship. Turns out it would work if the aircraft was TACPACK enabled.
Will
Title: Re: New FSXBA Hornet
Post by: RivasSim on March 08, 2015, 06:11:30 am
Here is a pic of the A2A F/A-18 acting as an AI Traffic, this time is in the mission Resort Supply, here the airplane is not showing the pilot looking like an alien, however is showing the airplane with the wings folded. Also the A2A model is the only one showing with the wings folded in the selection menu, while the others appeared with wings unfolded.  I just want to bring it up, for situational awareness. Also my plan is to replace the default F/A-18 with this one, so if anyone has the NASA or U.S. Navy Test Pilot School (USNTPS) for this baby please let me know where I can find then.  Thanks.
Title: Re: New FSXBA Hornet
Post by: Azframer on March 08, 2015, 06:15:35 pm
I went to fly my painted F/A-18C with it loaded for A-A and the wings were flexing up and down, I have not check back with it again. I ended up flying the A-G with no problems.

Rick
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 11, 2015, 11:44:48 am
Here is a pic of the A2A F/A-18 acting as an AI Traffic, this time is in the mission Resort Supply, here the airplane is not showing the pilot looking like an alien, however is showing the airplane with the wings folded. Also the A2A model is the only one showing with the wings folded in the selection menu, while the others appeared with wings unfolded.  I just want to bring it up, for situational awareness. Also my plan is to replace the default F/A-18 with this one, so if anyone has the NASA or U.S. Navy Test Pilot School (USNTPS) for this baby please let me know where I can find then.  Thanks.

This is probably because we augmented the wingfold function on the A2A variant, so it would be animated in multiplayer.  It's default animation state is probably folded as you see in your pictures.
Title: Re: New FSXBA Hornet
Post by: einherz on March 11, 2015, 12:41:55 pm
hi, are there any plans to improve the quality of the cockpit, some 3d of inlet, gear, dynamic turbine and change flight model of clean version? something as razbam harrier or vrs rhino or real air or a2a developers do? it is not a pretension!!!
thank you
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on March 20, 2015, 09:20:35 pm
Hello Jimi,

concerning the flight dynamics, I have lately been trying to eliminate the sideslip (yaw) due to bank angle, and have been somewhat successful in that, changing a few values in the lower section of 1101 Primary Aerodynamics.

Please let me know what you think in terms of general flight behaviour and realism, .air file attached below.

Best regards, Peter
Title: Re: New FSXBA Hornet
Post by: jc005e on March 22, 2015, 08:01:42 am
hello peter I'm using your new airfile one the 14.16 model.   The new 15.2 isnt working right for me for some reason , the trailing edge flaps wont extend in a turn nore will the flaps automatically retract after take off and the plane gains alot of airspeed in a min radius turn when it should be bleeding off airspeed due to the drag of the f-18, idk if im doing something wrong but the problem im with the 14.16 model is the yaw behavior..  when in a knife edge the plane wants to maintain it and i know the f-18 isn't that precised like the f-16.  Anyway to fix it?
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 23, 2015, 01:40:54 pm
Hello Jimi,

concerning the flight dynamics, I have lately been trying to eliminate the sideslip (yaw) due to bank angle, and have been somewhat successful in that, changing a few values in the lower section of 1101 Primary Aerodynamics.

Please let me know what you think in terms of general flight behaviour and realism, .air file attached below.

Best regards, Peter


Peter,

Been working on another gauge with ORION to improve the auto-rudder system on the jet.  Part of the improvement deals with keeping Beta or sideslip of the jet nulled out while in flight.  At least during steady and in slow roll rate turns.  During right roll rate turns, extra rudder is induced via Rolling Surface to Roll Rate logic, in which rudder is proportional to lateral stick.  I'm currently out at sea, so I will continue to work with it once I get back ashore.

hi, are there any plans to improve the quality of the cockpit, some 3d of inlet, gear, dynamic turbine and change flight model of clean version? something as razbam harrier or vrs rhino or real air or a2a developers do? it is not a pretension!!!
thank you


Einherz,

There are plans to improve the quality of the cockpit in terms of textures, flight dynamics, and a few other things, but in terms of changes to the 3D modeling, don't expect anything anytime soon.  Please remember that Razbam, VRS, Real Air and A2A are professional companies with expert programmers.  Unfortunately with this hornet, you are stuck with me.  I'm learning, but not quite at that level of skill yet.  Thankfully I've had a bunch of good people to help and contribute to help us get this far.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on March 24, 2015, 02:11:23 am
jc005e,

- have you tried version 15.2 with the updated Autoflaps.dll Orion has posted two posts down the original link for version 15.2? As of version 15.2, after take off, you need to manually set flaps from Half/Full position to Auto. I stubled upon this, too. This is as it should be, compiant with NATOPS, fixing an issue of earlier versions. Trailing edge flaps should work as intended during turns, bleeding off airspeed, at least they did for me each time. I have never noticed anything strange so far.
- The updated air file neutralizing the sideslip and yaw, I have posted, is more like a proof of concept for the NH version 15.2, as it statically neutralizes/compensates these forces almost 100%, which is somewhat unrealistic at slow speeds, I know. It also does NOT work as intended, in conjunction with the CS FA-18D version, due to differences in the loadout and overall balance of the airplane, as I realized later during more tests, leading to an overcompensation once you apply elevator during a turn. The plane will slowly start to rotate around the yaw axis, with the nose gearing upwards until it spins ouf of control. So a static approach does not seem to be an appropriate solution, as I learned.


Jimi,

thanks for the quick update on your thoughts - great to hear you and Orion have been thinking in the same direction.
Wish you a successful tour, and get home safe.


Peter
Title: Re: New FSXBA Hornet
Post by: Ah-Menace on March 24, 2015, 03:06:26 am
Sup Fellow Aviation Family,
   First I wanna intro myself,my name is Anthony,but go by Ah-Menace(Ah-Man Enthused N Aviation Continuously Everyday).I also wanna give thanx to everybody who has put in some work on these projects that we love!(Thanx Jimi!!) So,I wanna contribute too!I've been working on some things myself,heres my fictional squadron hornet named "Aero Menaces".Yes my A.M. logo is trademarked and is the sign of my business named "Aviation Men" that I'm trying to get off the ground this year.I got some nice things coming for us,and I say us because it's inspired for all who loves aviation! I even made my english version of Hanimichal paint kit and willing to share it if I'm permitted too.I'm almost done with the cockpit textures and about to start on the Blues!Tell me what guys think,shouts out to my home Va.Beach and everybody @ NAS Oceana!
Title: Re: New FSXBA Hornet
Post by: jc005e on March 24, 2015, 05:32:47 am
Also Jimi , i think the knife edge physics should be changed too.  with half flaps and at 170 mph she knife edges perfectly with no slidding , very unrealistic and needs to be fixed.
Title: Re: New FSXBA Hornet
Post by: einherz on March 24, 2015, 07:37:10 am
jimi08, thank you
good luck!
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 24, 2015, 01:13:14 pm
Peter & Einherz:   Thanks.

Ah-Menance:  Great looking textures bud.  Can't wait to check them out.

Jc005e:  I'll take a look.  Initially I am thinking something is up with your Auto-Rudder system as the system that I have designed always to seek "coordinated turns".  At knife edge the rudder should automatically start turning the nose toward to low wing.  It has also been designed to provide more rudder the slower you go.  If you are able to hold knife edges at 170 with no induced rudder input by yourself..., that tells me that the Auto-Rudder gauge isn't working.  Or... you might have one of the older versions of our jet.  What version are you testing?  Fleet or Blue Angels?  Is the model a 15.x series?  I know one of the older Blue Angels variants with the Auto-Rudder turned off would probably give you similar flight characteristics.  Either case, thanks for the input and help.

-Jimi
Title: Re: New FSXBA Hornet
Post by: jc005e on March 24, 2015, 11:25:55 pm
Nvm jimi , i was using a different airfile , thats why is the plane wasn't flying correctly.
Title: Re: New FSXBA Hornet
Post by: jc005e on March 24, 2015, 11:40:02 pm
I still can't manage how to work the auto flap system ,  peter did explain above but im still confused.  can you give me a step by step?
Title: Re: New FSXBA Hornet
Post by: jc005e on March 25, 2015, 06:56:19 am
Okay guys , ive did some work on a decent F-18D for now.   You guys are free to make any type of fixes to the jet to make it better for other hornet pilots out there :)  , This plane will also include all hornet users from other nations across the world except for the RMAF (royal Malaysian airforce)  and the Jordan airforce.  You may also see the 14.1 airfile  in there but its the 15.2 , just had to rename it because i didn't want to go into the aircraft cfg and change them airfiles to it.   

Enjoy guys :)

http://www.mediafire.com/download/5hh49w761tf497i/Boeing_F-18D_v1.1.rar
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 25, 2015, 03:23:13 pm
Jc005e,

As for the flaps, the following logic applies:
AUTO (UP):  Leading Edge Flaps (LEF) and Trailing Edge Flaps (TEF) both operate as a function of AOA.  The higher the AOA, the more the flaps deploy up until a certain point.  The LEF flaps will continue to extend until their max extension which is around 30 degrees.  The TEF will continue to deploy until around 25 degrees AOA and then they will start to retract again as AOA increases.  Max extension of TEFs are around 20 degrees I think.

HALF: Must be below 250 KIAS to work.  LEF still operate as a function of AOA.  TEF now operate as a function of AIRSPEED and will extend to a maximum of 30 degrees vice the 20 degrees in AUTO mode.  Because the operate as a function of airspeed, they will take airspeed into account to determine their flap position until airspeed is at or below approx. 180 KIAS, at which point, they will reach their assigned deflection of 30 degrees.  Anything above 250 KIAS, the flaps go back ito AUTO mode.

FULL:  As process as HALF, but now the TEF extend to a maximum of 45 degrees at proximately 150 KIAS and lower.  Above 250 KIAS, flaps go back to AUTO.

If HALF or FULL was selected before going above 250 KIAS, then they will be re-engaged automatically once the aircraft slows below 250 KIAS again.

Kinda wordy, but I hope this helps to clarify.
Title: Re: New FSXBA Hornet
Post by: jc005e on March 26, 2015, 02:20:56 am
jimi08


i understand the logics of the flaps but thats not the problem.   i load my plane in on the runway and set the flap switch to full but nothing happens then i click on my joystick to full flaps and they come down but after i take off , i put the switch to auto and the flaps still stay locked down.   i even tried the opposite and still nothing happends.   IDK what the problem is & everything is installed correctly but this has been my probelm with 15.2 and i get frustrated to the point were i switch back to 14.18.
Title: Re: New FSXBA Hornet
Post by: Orion on March 26, 2015, 02:34:19 am
I'm not sure why that would be the case.  Do you have any other gauges or addons that might be affecting the flap setting or flap handle position variable?
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 26, 2015, 01:47:20 pm
Do you have your flap switch set to an axis on your joystick/throttle.  Are you using FSUIPC or something similar for button assignments?
Title: Re: New FSXBA Hornet
Post by: jc005e on March 26, 2015, 05:42:52 pm
i have my flaps set on a axis on my joystick.   I also don't have any other add ons that could be affecting this  problem and i got the updated fsuipc.     In the 15.2 panel.fleet i saw an update exe , do i need to run that in order for the auto flap system to work? i mean ive tried it already and nothing still happended.
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 26, 2015, 07:49:28 pm
The update file will do nothing for you.  That was mainly for the FSX Blue Angels.  My hunch is that your axis assignment is conflicting with the gauge.  Try reassigning the flaps to a button or key instead of an axis.  That should do the trick.
Title: Re: New FSXBA Hornet
Post by: jc005e on March 27, 2015, 05:57:17 am
Still Isnt solving my problem , ive tried removing the flap assignments from the joystick and im doing everything correctly but the flap switch still doesn't work for me when i click it.   
Title: Re: New FSXBA Hornet
Post by: Orion on March 27, 2015, 06:05:44 am
Try renaming the dll.xml and exe.xml files in %appdata%\Microsoft\FSX and removing the [Trusted] section from the fsx.cfg.  Disallow all prompts except for the Autoflaps.dll gauge.  Make sure that there's no add-ons option in the menu that appears at the top when pressing the Alt key during a flight.  This should eliminate any third party addons that may be conflicting.
Title: Re: New FSXBA Hornet
Post by: Dman on March 27, 2015, 10:30:21 pm
Need some help with this one..
Started using the Legacy hornet in P3D.. It looks totally awesome.. however. EVERYTIME I fly it.. when I change aircraft its a CTD issue.. restart the sim..default plane loads.. change into the hornet and go fly.. change planes CTD.. so on and so forth.. the only thing I can do is delete the P3D config file..  It's only with the hornet.. any ideas?

Using the 15.2 version
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on March 28, 2015, 12:45:14 am
Try using the updated/patched Autoflaps.dll, two posts down where you downloaded 15.2 version and replace existing .dll with the updated/patched one. This should do the trick.
Title: Re: New FSXBA Hornet
Post by: Dman on March 28, 2015, 01:17:47 am
Very cool.. I'll give it a try..
Title: Re: New FSXBA Hornet
Post by: Dman on March 28, 2015, 02:42:15 am
Thank you!!!! hd764jvgd843

Smooth ... ;D ;D ;D
Title: Re: New FSXBA Hornet
Post by: Orion on March 28, 2015, 02:56:41 am
Thank you!!!! hd764jvgd843

Smooth ... ;D ;D ;D

I actually asked about that before:

Good to hear pyroperson87 and Peter.  Also, Peter, I've always been curious: is there a story behind your username? :P

Sorry to disappoint, but no - just the first one that randomly came to mind and wasn't taken yet.

I also agree with pyroperson87's conclusion. :P

Random as in....you banged on the keyboard and had a username that wasn't already taken?  ;D
Title: Re: New FSXBA Hornet
Post by: Kea on March 28, 2015, 04:24:26 am
Does anyone know what texture files for the D model control the appearance of the canopy glass?

I want to go from this:
(http://i1119.photobucket.com/albums/k635/Kea20/glass1_zpsf8xnizmi.jpg)

To this:
(http://i1119.photobucket.com/albums/k635/Kea20/glass2_zps7t8alxzh.jpg)

The top one only has the CP_F18_1T, 2T, _3T, _4T, _5T, _6T DDS files in the Texture folder (and the texture fallback config file). The bottom image has all 150-odd MB of texture files in the Texture folder... I'm obviously trying to isolate one file so I can cut down the size of each texture folder.
Thanks!
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on March 28, 2015, 09:20:52 am
Does anyone know what texture files for the D model control the appearance of the canopy glass?

The top one only has the CP_F18_1T, 2T, _3T, _4T, _5T, _6T DDS files in the Texture folder (and the texture fallback config file). The bottom image has all 150-odd MB of texture files in the Texture folder... I'm obviously trying to isolate one file so I can cut down the size of each texture folder.
Thanks!


For the C model, in the general Texture folder there should be two or three files right below the above mentioned ones that have "glass" in their name, which control the canopy glass textures. I hope it works for the D model, too. You can tryout/compare files from the original 15.2 version and from jc005e's release, they are different.
Title: Re: New FSXBA Hornet
Post by: Kea on March 29, 2015, 08:36:15 am
Cheers, got it now. Just going through some updated paints for the single-seat covering more serials and squadrons for the Australian, Swiss, Finnish and Canadian forces and now with that twin seater out I thought I'd cover off some B's and D's from the same squadrons. Hopefully should have them up sometime this week...
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on March 29, 2015, 11:58:01 pm
Hello Jimi,

I noticed that during tight turns (sea level, initiated at ~380 kts, max dry thrust, 90 deg bank angle), while bleeding speed the bird has the tendency to flip around, e.g. do a back flip during the turn short after stall warning sounds. I did not notice it before, because the envelope for triggering it seems to be small - you have to be fast, but not too fast, and not too slow either. The behaviour was gone/returned, when I disabled/enabled Pitch_Auto_Trim.xml. I found the cause being the 'FCS Pitch Enable' section of the script, which seems to additionally apply stick/elevator during tight turns. When I decreased 'Indicence Alpha' from 22 degrees, backflips could be triggered more easily than before and when I moved the threshold to 25 degrees and above the anomaly was gone. I tried several times, but I could not trigger it anymore.

Stall Recovery in Pitch Auto Trim seems to be triggered at 22 degrees AoA, too. That seemed a little low - I suggest changing it to 50 degrees, so one can still fly in the forties without interference.

Best regards, Peter
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 30, 2015, 04:20:19 am
Stall Recovery in Pitch Auto Trim seems to be triggered at 22 degrees AoA, too. That seemed a little low - I suggest changing it to 50 degrees, so one can still fly in the forties without interference.

Quote from: NATOPS FLIGHT MANUAL NAVY MODEL A1-F18AC-NFM-000 Page: IV-11-3
The FCS incorporates AOA feedback above 22° AOA. To increase AOA above the feedback AOA of 22°, aft stick must be applied. The AOA for the highest lift available (CLmax) is approximately 35° AOA. The maximum steady state AOA with full aft stick (35 pounds stick force) is 50 to 55°. AOA control is good up through max AOA. If the aft stick is released, the FCS commands nose down pitch until the AOA is reduced below the feedback AOA of 22°. At this time, the AOA feedback is removed and the FCS again seeks to maintain 1 g flight.

Peter,

Please read the above passage from NATOPS in the "Flight Characteristics" section.  I'll re-check the coding, but you shouldn't have interference with flying the jet at 50 degrees AOA, since constant aft stick pressure is required.  The recovery should kick in once the stick is released (given the jet is at or above 22 degrees AOA or course).

In regard to the the flipping, is this with your augmented .air/aircraft config files or with the original 15.2 files?  Either case, I'll take a look into it.

Also,  If you are interested, below is the link to the new prototype flight model that I've been working on that incorporates ORION's PIDs for pitch control (G Commanded at high speed & AOA Commanded at low speed/dirty configuration).  DEFINITELY A WORK IN PROGRESS & AND NOT ANYWHERE CLOSE TO BEING RELEASED.  Still has a ways to go.  But you can see where it is going.  Still have A LOT of tweaking to do on the PIDs.  Definitely not fun or easy (for me at least).

Link: https://drive.google.com/file/d/0B3So3WwTLPRZeExCU2NKT0JKNXc/view?usp=sharing

Changes include:
-PID Control for Pitch Axis (as mentioned above)
-PID For Rudder Control for Turn Coordination
-Updated Throttle/Power Curves for thrust output (SL up to 35K)
-Adjusted Drag Values

Things I Already Know About and Still Working:
-Pitch control becomes jerky at high speed/high G combinations
-Transition into AOA is "notchy", meaning there is noticeable jerk in pitch once it activates (Gear Down Flaps HALF/FULL at approx 170 KIAS)
-Noticeable more amount of aft stick is required once above 22 AOA as the FCS once again transitions from G commanded to AOA commanded
-Not cable of reaching sustained Max G yet.  Usually get to about 5.5 or 6 Gs Max.
-Abrupt nose down stab is automatically commanded if stick is quickly released after hard, positive G pull as the FCS rapidly seeks to re-capture 1 G.

Again still working to tweak and fix these things.  If you want to have fun with it, there are a few new entries in the aircraft config called [Elevator PID] and [Rudder PID].  Those three values change how the gauge behaves and operates.  More information on PID can be found here at: http://en.wikipedia.org/wiki/PID_controller
Title: Re: New FSXBA Hornet
Post by: einherz on March 30, 2015, 11:26:34 am
realy stable on the landing now, around 1.8m speed, but stay no work g-limit, i has 17+g:)
g-limit work of sure, but some flight mod allow to got 17+ g ez
some time dancing tailerons to trimm position after go cold+n+dark
it's nice to see relaxed fllaps, tailerons and elerons, but stay reaction of trim or/and ruders and joystick
any way, new prototype is realy good
but stay realy bad night cockpit light(lumination all gear_flaps indicators, and something else)
thank you for work, hope this will very best
ah, wold be realy good if hud will visible only on the hud glass
thank you!
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on March 30, 2015, 01:20:10 pm
Quote
In regard to the the flipping, is this with your augmented .air/aircraft config files or with the original 15.2 files?  Either case, I'll take a look into it.

Jimi: Backflip behaviour can definitely being triggered with the out of the box 15.2 version. Checked it last night several times and rechecked this morning again, after rebooted PC: positive! Btw, I really would not bug you with unique issues, concerning my own modded air files, without explicitely mentioning and, unless I have confirmed the same issue persists with the current unchanged NH FSXBA version, too. I am usually not that mean! ;)  But you are right to ask.

What I do in order to trigger reproducable backflips: After takeoff full AB applied, gaining speed, plane is level, gear is retracted, flaps are in Auto, altitude sea level (~600-1000ft), barely gaining altitude, approaching speeds of ~380kts, reduce thrust to max. dry thrust (maybe a tad lower), quickly bank hard to ~90 degress, and now at speeds ~400kts, pull full stick and do not let go. Usually I try to keep her at the same altitude doing small corrections with the ailerons with stick fully pulled. As speed decreases and AoA increases she will reach the 22 degrees. Here you can feel, that more elevator is appied by the FCS. The turn will tighten now, and she will reach 30 degrees AoA. If you do not have the right speed, too slow or too little thrust (e.g. 1/2 of max dry thrust) she will be too slow for a backflip (max AoAs stay in the high twenties, below 30) and if you are too fast or apply too much thrust, e.g. AB engaged, you will not reach high enough AoAs, above 30 degrees. When you have the right speed and thrust you can see the AoA transition quickly above 30 deg and beyond 35, when the stall warning will sound shortly before she back flips, if you still apply full stick and do not let go.

These backflips during tight turns can be triggered in numerous variations, the above mentioned variant, I found is the most easy way to consistently reproduce. An other way is e.g. during normal flight with speed ~400kts, if you completely reduce thrust during the beginning of a tight turn (to bleed speed faster), and later when you have turned around ~180deg. from you original flight path, as you feel she is getting slower, in order to avoid getting too slow, apply max dry thrust again (no AB to avoid being pushed out of high AoAs by too much thrust).

I use this routines to check/experiment with how high AoAs I can pull with the plane, a maneuver pilots do in order to get into a position behind the opponent, when they first approach each other head to head. The jet being able to pull higher AoAs and bleeding speed faster will be in the most favorable position - one thing the Hornet was designed for and is very good at.

Thanks for the prototype link! I will have a detailed look later this day and report back.

Best regards, Peter
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on March 31, 2015, 01:05:35 pm
Jimi: I had some time to quickly test the prototype version provided, and one can see you are really trying hard to implement a lot of features that have been suggested, much appreciated. It will be definitely a big leap ahead. This weekend, with more time at my hands, I will have a closer look and will try changing/tweaking some PID settings and how they impact flight behaviour.

Another question: Pitch_Auto_Trim.xml - G Limiters
The g limiters have a total weight value of 44000. How is it used to influence g limits? - It seems to be just a threshold/trigger value? - I am not quite sure, what effect it has when the bird has a gross weight above that value.
Asking because of the CS D version which has max loadout ~49,500lbs compared to default NH version of ~42,000lbs.
Would you suggest raising the value in this case to e.g. 50,000 in order to always stay below it, or leave it at 44,000?

Best regards, Peter
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 31, 2015, 02:32:55 pm
Jimi: I had some time to quickly test the prototype version provided, and one can see you are really trying hard to implement a lot of features that have been suggested, much appreciated. It will be definitely a big leap ahead. This weekend, with more time at my hands, I will have a closer look and will try changing/tweaking some PID settings and how they impact flight behaviour.

Thanks.  Pretty excited about it and big thanks to Orion for his help and patience.  Anticipate more good things.



Another question: Pitch_Auto_Trim.xml - G Limiters
The g limiters have a total weight value of 44000. How is it used to influence g limits? - It seems to be just a threshold/trigger value? - I am not quite sure, what effect it has when the bird has a gross weight above that value.
Asking because of the CS D version which has max loadout ~49,500lbs compared to default NH version of ~42,000lbs.
Would you suggest raising the value in this case to e.g. 50,000 in order to always stay below it, or leave it at 44,000?

According to NATOPS, the Hornet is G limited to 5.5 max at and above 44000lbs.  Below, 7.5 max.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on March 31, 2015, 03:44:19 pm
Thanks Jimi for the quick reply, that info helped a lot - and many thanks to Orion, for his support, too!

In the Pitch_Auto_Trim I have created an additional 2.0 G Limiter in order to avoid backflips with weights above 44,000lbs at speeds below 350kts, as a workaround - and it works wonders!
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 31, 2015, 04:46:48 pm
Interesting....  Glad that it works.  I was kinda hesitant to implements such a thing after hearing that the Hornet has a pretty low cornering speed of around 310 KTAS.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on March 31, 2015, 05:04:40 pm
I have set it to 350kts because, with a loadouts above 44,000lbs at speeds of around 400kts, backflips could not be triggered, but at speeds of around 350kts they occurred reproducibly.

I have also noticed that the Elevator Effectiveness, table 341, seems to be asymetric, but in the wrong way. Left leg for pitch down behaviour has higher values than the right leg for pitch upwards. I have adjusted that, also in order to pull higher AoAs I slightly increased the right leg. Table values I use, in case you want to give it a try:

Y:       0.8       0.75       0.75       0.6       1.0       1.08        1.50
X:     -0.262   -0.209    -0.175     0.0      0.175    0.209     0.262
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on March 31, 2015, 10:56:07 pm
Hi Jimi,

a few thing I have noticed ironing out these backflips:

- G Limiters: Noticed the settings for yoke/elevator position are set to 90% as a triggers - probably due to NATOPS. This results in breaking g limits in our case. When flying at sea level, 450-500kts and you apply full stick/elevator during a turn, the g limiter kicks in and everything is fine, up to the point when you gradually release stick. The bird, e.g. with max. loadout will transition from limited 5.5g relatively fast up to 7.5g and sometimes even g warning will sound. As you apply more stick again, she will get back into the limited 5.5g zone (working with thrust as suitable, in order to keep speed relatively constant). In order to avoid this behaviour I have changed elevator/yoke position values in g limiter sections. During my tests I found these to give the most reliable and smoothest, although still clearly noticeable results, getting in and out of g limits without breaking them.

- The additional two G Limiters I have added, work as wannabe AOA limiters (20deg. and 35deg. for loadouts above 44000lbs and below), suppressing very effectively backflips during tight turns at slow speeds. I have tested these with the following adjusted Elevator Effectiveness table 341 in the .air file - that allows for higher AoAs during slow speed turns, right to the limit - than compared to the current one in use. It differs only in the next-to-last Y value from the one in the above mentioned post.
Y:       0.8       0.75       0.75       0.6       1.0       1.13        1.50
X:     -0.262   -0.209    -0.175     0.0      0.175    0.209     0.262

As you may notice, I have removed G Force as a trigger value from the additional two G Limiters, because I have found, that it more hinders than helps in certain conditions, as when you are already below that trigger threshold, it won't snap anymore, e.g. protect against backflips.

- One more thing. In order to battle sideslip due to bank angle, I have adjusted the following values in the .air file, with good results. Table 1101 Primary Aerodynamics > Yaw moments:
  - Adjusted Cn_beta - Sideslip from '500' to '-200'. This battles sideslip due to bank angle.
  - Adjusted Cn_R - Yaw Rate from '-500' to '-1500'. This entry dampens induced instability due to inverted sideslip, so the jet does not spin out of control around the yaw axis. A must have in order to work for the before mentioned change.
  - Adjusted Cn_dr - Rudder (control) from '300' to '150'. Max applied rudder seemed much too strong, could lift entire jet effortlessly at slow speeds at 90deg. bank angle, so I reduced it by 1/2.
Overall result: There is still sideslip due to bank angle, which is good, so the flight envelope still looks natural but it is much more controlled than before. You do not have to pull elevator immediately in order to keep her from slipping during a turn, nor have to react with instantaneous rudder input during straight flight.


As usual, I hope this feedback helps in some way.

Best regards, Peter

P.S. I hope to release an updated version of the mod before the weekend, so you can give it a try.

-----------------------------------------------------------------------------------------------------------------------------------

<!-- G LIMITER: 7.5 -->

(L:FCS_ENABLE, enum) 1 ==
(A:G FORCE,G Force) 7.0 &gt; and
(A:AIRSPEED MACH,Mach) 1.8 &lt; and
(A:TOTAL WEIGHT,pounds) 44000 &lt; and
(A:ELEVATOR POSITION, Percent) 1 &gt; and
(A:YOKE Y POSITION, Percent) 1 &gt; and
if{ 1 (&gt;L:G_LIMITER_7.5_ENABLE, enum) } els{ 0 (&gt;L:G_LIMITER_7.5_ENABLE, enum) }
(L:G_LIMITER_7.5_ENABLE, enum) 1 ==
        if{ (A:G FORCE,G Force) 7.5 / (&gt;L:G_LIMIT_RATIO, number) } els{  }
(L:G_LIMITER_7.5_ENABLE, enum) 1 ==
        if{ (L:G_LIMIT_RATIO, number) (A:AIRSPEED TRUE, Knots) * (&gt;L:G_LIMIT_VALUE, number) } els{  }
(L:G_LIMITER_7.5_ENABLE, enum) 1 ==
        if{ 16383 (L:G_LIMIT_VALUE, number) - -0.9 * (&gt;K:AXIS_ELEVATOR_SET) } els{  }
(A:G FORCE,G Force) 7.5 &gt;
        if{ (&gt;K:ELEV_TRIM_DN) } els{  }



<!-- G LIMITER: 5.5 -->

(L:FCS_ENABLE, enum) 1 ==
(A:G FORCE,G Force) 5.0 &gt; and
(A:AIRSPEED MACH,Mach) 1.8 &lt; and
(A:TOTAL WEIGHT,pounds) 44000 &gt; and
(A:ELEVATOR POSITION, Percent) 1 &gt; and
(A:YOKE Y POSITION, Percent) 1 &gt; and
if{ 1 (&gt;L:G_LIMITER_5.5_ENABLE, enum) } els{ 0 (&gt;L:G_LIMITER_5.5_ENABLE, enum) }
(L:G_LIMITER_5.5_ENABLE, enum) 1 ==
        if{ (A:G FORCE,G Force) 5.5 / (&gt;L:G_LIMIT_RATIO, number) } els{  }
(L:G_LIMITER_5.5_ENABLE, enum) 1 ==
        if{ (L:G_LIMIT_RATIO, number) 500 * (&gt;L:G_LIMIT_VALUE, number) } els{  }
(L:G_LIMITER_5.5_ENABLE, enum) 1 ==
        if{ 16383 (L:G_LIMIT_VALUE, number) - -0.8 * (&gt;K:ELEVATOR_SET) } els{  }
   
      

<!-- G LIMITER: -3.0 -->

(L:FCS_ENABLE, enum) 1 ==
(A:G FORCE,G Force) -2.5 &lt; and
(A:AIRSPEED MACH,Mach) 1.8 &lt; and
(A:ELEVATOR POSITION, Percent) -1 &lt; and
(A:YOKE Y POSITION, Percent) -1 &gt; and
if{ 1 (&gt;L:G_LIMITER_-3.0_ENABLE, enum) } els{ 0 (&gt;L:G_LIMITER_-3.0_ENABLE, enum) }
(L:G_LIMITER_-3.0_ENABLE, enum) 1 ==
        if{ (A:G FORCE,G Force) -3.0 / (&gt;L:G_LIMIT_RATIO, number) } els{  }
(L:G_LIMITER_-3.0_ENABLE, enum) 1 ==
        if{ (L:G_LIMIT_RATIO, number) 3000 * (&gt;L:G_LIMIT_VALUE, number) } els{  }
(L:G_LIMITER_-3.0_ENABLE, enum) 1 ==
        if{ 16383 (L:G_LIMIT_VALUE, number) - 0.9 * (&gt;K:ELEVATOR_SET) } els{  }



<!-- G LIMITER: 2.0 (suppress backflip: loadout above 44000lbs, speed below 250kts, AOA above 20deg.) -->

(L:FCS_ENABLE, enum) 1 ==
(A:AIRSPEED INDICATED,knots) 250 &lt; and
(A:TOTAL WEIGHT,pounds) 44000 &gt; and
(A:INCIDENCE ALPHA,Degrees) 20 &gt; and
(A:SIM ON GROUND, bool) ! and
(A:ELEVATOR POSITION, Percent) 1 &gt; and
(A:YOKE Y POSITION, Percent) 1 &gt; and
if{ 1 (&gt;L:G_LIMITER_2.0_ENABLE, enum) } els{ 0 (&gt;L:G_LIMITER_2.0_ENABLE, enum) }
(L:G_LIMITER_2.0_ENABLE, enum) 1 ==
        if{ (A:G FORCE,G Force) 2.0 / (&gt;L:G_LIMIT_RATIO, number) } els{  }
(L:G_LIMITER_2.0_ENABLE, enum) 1 ==
        if{ (L:G_LIMIT_RATIO, number) 500 * (&gt;L:G_LIMIT_VALUE, number) } els{  }
(L:G_LIMITER_2.0_ENABLE, enum) 1 ==
        if{ 16383 (L:G_LIMIT_VALUE, number) - -0.8 * (&gt;K:ELEVATOR_SET) } els{  }



<!-- G LIMITER: 2.0 (suppress backflip: loadout below 44000lbs, speed below 250kts, AOA above 35deg.) -->

(L:FCS_ENABLE, enum) 1 ==
(A:AIRSPEED INDICATED,knots) 250 &lt; and
(A:TOTAL WEIGHT,pounds) 44000 &lt; and
(A:INCIDENCE ALPHA,Degrees) 35 &gt; and
(A:SIM ON GROUND, bool) ! and
(A:ELEVATOR POSITION, Percent) 1 &gt; and
(A:YOKE Y POSITION, Percent) 1 &gt; and
if{ 1 (&gt;L:G_LIMITER_2.0_ENABLE, enum) } els{ 0 (&gt;L:G_LIMITER_2.0_ENABLE, enum) }
(L:G_LIMITER_2.0_ENABLE, enum) 1 ==
        if{ (A:G FORCE,G Force) 2.0 / (&gt;L:G_LIMIT_RATIO, number) } els{  }
(L:G_LIMITER_2.0_ENABLE, enum) 1 ==
        if{ (L:G_LIMIT_RATIO, number) 500 * (&gt;L:G_LIMIT_VALUE, number) } els{  }
(L:G_LIMITER_2.0_ENABLE, enum) 1 ==
        if{ 16383 (L:G_LIMIT_VALUE, number) - -0.8 * (&gt;K:ELEVATOR_SET) } els{  }


Title: Re: New FSXBA Hornet
Post by: Kea on April 02, 2015, 02:31:28 am
New texture folders up on my Drive (going up now).

https://drive.google.com/folderview?id=0B_KeMXMmL3b3WTZvVUVFOHB1X0U&usp=sharing

There are two zips - one with texture folders for A and C Hornets, the other with texture folders for B and D's. Included textures:


A's and C's:

RAAF 75Sqn (A21-23) - note this is a reworked version of the previous
RAAF 2OCU (A21-28)
RAAF 3Sqn (A21-21)
RAAF 77Sqn (A21-20)

RCAF 409Sqn (188747) - this is also a reworked version
RCAF 410Sqn (188749)
RCAF 425Sqn (188758)

Swiss AF (J-5002) - these are the same as previous with the WEF version included, just "repackaged" - read the readme included in the main zip

Finnish AF (HN-419) - same as the Swiss one



B's and D's:

RAAF 75Sqn (A21-112)
RAAF 2OCU (A21-115)
RAAF 3Sqn (A21-103
RAAF 77Sqn (A21-105)

RCAF 409Sqn (188931) - this is also a reworked version
RCAF 410Sqn (188917)
RCAF 425Sqn (188934)

Swiss AF 11Sqn (J-5232) - Special WEF paint
Swiss AF 13Sqn (J-5234)

Finnish AF 21Sqn (HN-463)
Finnish AF 21Sqn (HN-465) - note this one does not have the serial on the tail, this is deliberate.

Thanks again to Hani Michal for the great base textures used in these repaints.
If anyone spots any glaring mistakes, please let me know so I can correct them. I haven't had a great deal of time to properly check these in the sim, been a bit sidetracked doing some IRIAF repaints for Dino Cattaneo's Tac-packed F-14...

Hope you enjoy!
Title: Re: New FSXBA Hornet
Post by: tuldrich on April 02, 2015, 04:02:14 am
Hi Jimi, my name is Tom. I've been following this particular forum for long time, and have been flying the v15.2, and such, as released....I like your Hornet alot, and frankly I think your F18C is much easier to fly than the VRS bug. The FSXBA 'Fleet' bird is really a joy to fly and she flies really great behind the boat, which is what I love doing most.

At any rate, I read your recent posts about PID controllers, and wanted to offer some PID tuning advice because I'm a control systems engineer for a major chemical company, and I use PIDs at my work to control manufacturing/industrial processes.

I am going to suggest that you make the 'Kd' derivative term constant a zero (Kd=0), and try to tune the controller, first, this way. Essentially you will be starting with a PI controller. The 'Kd' term deals with the slope of the error as it changes in real-time, and the way some simulation jokers yank around on the control stick (yoke) at high speed, could cause the 'slope' of error to go almost infinite (infinite slope would be analogous to vertical line, +/- 90 degrees). So basically the 'Kd' term in the equation would be eating your lunch, or killing the error correction effects of the PID. Try that.

Next, for the Kp & Ki constants, I suggest starting with small values like: 0.1, or maybe smaller, and work up in small increments. The processes I'm used to dealing with in chemical plant are probably pretty slow processes (liquid levels and flows) compared to flight dynamic processes and parameters. So try starting with small values for the Kp & Ki constants, and working toward larger values.

Also, the Ki constant can get out of hand, because this represents the area under the error curve. So, if you have large error, and have accumulated a lot of error, and have large Ki constant, the PID output will go crazy, and get into oscillating. So work Ki tuning in small increments.

And I'm going to suggest that you tuning Kp & Ki at same time, meaning don't work 'Kp' alone, and try to max it out, then go tune 'Ki' ... Work and tune the two together.

Finally, you need to limit the PID output to "real" maximum and minimum output values, to prevent the output from getting jacked up ... PID output:
P ={0...100}  // range of output

So, if you are writing code to implement the PID algorithm, after your code goes thru steps to calculate the terms for the PID equation, and right before you use the PID output to apply the correction, and before the next iteration of the PID calculation loop, put in code like this example:
IF (P < 0) THEN               // P is PID output variable; If calculations resulted in P, output, being a value less than zero
   P = 0;                        // then limit the output to be no less than 0%, regardless of what the PID equation calculates for the output
ELSEIF (P > 100) THEN    // If output result is greater than 100%
   P = 100;                    // then limit to be 100, and not greater than 100, regardless of what the PID algorithm calculated
ELSE
   P = P;                       // otherwise, just use the calculated result.

Sorry to be so long winded about this, but I know what a pain PID controllers can be to tune. Hope this helps.

Regards,
Tom

USMC F-18C Veteran
VMFA-212 & VMFA-321

Here are some videos of your baby behind the boat:

Title: Re: New FSXBA Hornet
Post by: Orion on April 02, 2015, 05:01:32 am
Finally, you need to limit the PID output to "real" maximum and minimum output values, to prevent the output from getting jacked up ... PID output:
P ={0...100}  // range of output

So, if you are writing code to implement the PID algorithm, after your code goes thru steps to calculate the terms for the PID equation, and right before you use the PID output to apply the correction, and before the next iteration of the PID calculation loop, put in code like this example:
IF (P < 0) THEN               // P is PID output variable; If calculations resulted in P, output, being a value less than zero
    P = 0;                         // then limit the output to be no less than 0%, regardless of what the PID equation calculates for the output
ELSEIF (P > 100) THEN    // If output result is greater than 100%
    P = 100;                     // then limit to be 100, and not greater than 100, regardless of what the PID algorithm calculated
ELSE
    P = P;                        // otherwise, just use the calculated result.

That's actually already implemented in the current version of the FCS, except I constrain the values from -100 to 100 rather than 0 to 100, as 0 is neutral for the flight controls.  There's also similar code to mitigate integral windup as well.  Thanks for the feedback!
Title: Re: New FSXBA Hornet
Post by: jimi08 on April 02, 2015, 05:30:06 pm
Tom,
Thanks for the positive feedback and big thanks for the suggestions in regards to PID tuning.  I will definitely give them a go once I get the opportunity.

I see "USMC" down there in your sig block.  Thanks for your service and sacrifice.

Respectfully,
Jimi
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on April 02, 2015, 06:05:49 pm
Thanks for the great video Tom 'tuldrich' - it is a keeper. Great to see a visual circuit done so well - music is a bonus.  ;D
Title: Re: New FSXBA Hornet
Post by: jc005e on April 02, 2015, 06:52:59 pm
heres a little video i made promoting more people to get the f-18C/D

&feature=youtu.be
Title: Re: New FSXBA Hornet
Post by: einherz on April 02, 2015, 09:09:31 pm
hi, it's me again:)
what thats mean?
http://i62.tinypic.com/rcvntc.jpg
and how fix? (p2d here)
thank you
Title: Re: New FSXBA Hornet
Post by: Orion on April 02, 2015, 10:18:29 pm
hi, it's me again:)
what thats mean?
http://i62.tinypic.com/rcvntc.jpg
and how fix? (p2d here)
thank you

Quote from: FSX/ESP/P3D SDK
SIMCONNECT_EXCEPTION_UNRECOGNIZED_ID
  Specifies that the client event, request ID, data definition ID, or object ID was not recognized.

All the client events, requests, and data definitions (as well as the object ID) used in the gauge are constants, so the exception may suggest that the gauge may not have initialized properly.  If the FCS isn't functioning properly, try restarting the simulator.  Otherwise it may be an erroneous message.
Title: Re: New FSXBA Hornet
Post by: eagle01 on April 03, 2015, 11:10:43 am
regards to all...
how to solve this problem.

Title: Re: New FSXBA Hornet
Post by: einherz on April 03, 2015, 02:34:38 pm
hi, it's me again:)
what thats mean?
http://i62.tinypic.com/rcvntc.jpg
and how fix? (p2d here)
thank you

Quote from: FSX/ESP/P3D SDK
SIMCONNECT_EXCEPTION_UNRECOGNIZED_ID
  Specifies that the client event, request ID, data definition ID, or object ID was not recognized.

All the client events, requests, and data definitions (as well as the object ID) used in the gauge are constants, so the exception may suggest that the gauge may not have initialized properly.  If the FCS isn't functioning properly, try restarting the simulator.  Otherwise it may be an erroneous message.
hi, thank you, this i see all time when flight f-18c, mean it popup time by time any time
Title: Re: New FSXBA Hornet
Post by: Azframer on April 03, 2015, 07:58:56 pm
regards to all...
how to solve this problem.



Find CP_F18_4_N.dds in the folder in your D model texture folder and create a new folder and put that file in it an check it out. That was how I got rid of my blue cockpit problem.

Rick

BTW you might want to check for it in the main texture folder and cut it and paste it into all the C model folders, the C model needs it and the D model it causes the blue cockpit on my computer.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on April 03, 2015, 09:29:52 pm
Hi Jimi,

have been refining code on the AOA limiters. 'Configuration AOA Limiters' will prevent backflips, 'AOA Limiters due to mach' will keep the bird from spinning out of control at higher altitudes, where G limiters do not work anymore. Overall operations should now be more in compliance with NATOPS than before.

Best regads, Peter

--------------------------------------------------------------------------------------------------------------------------------------------
add/replace into: Pitch_Auto_Trim.xml

<!-- G LIMITER: 7.5 / 5.5 due to loadout -->

(L:FCS_ENABLE, enum) 1 ==
(A:G FORCE,G Force) 7.0 &gt; and
(A:AIRSPEED MACH,Mach) 2.0 &lt; and
(A:TOTAL WEIGHT,pounds) 44000 &lt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) 10 &gt; and
if{ 1 (&gt;L:G_LIMITER_7.5_ENABLE, enum) } els{ 0 (&gt;L:G_LIMITER_7.5_ENABLE, enum) }
(L:G_LIMITER_7.5_ENABLE, enum) 1 ==
        if{ (A:G FORCE,G Force) 7.5 / (&gt;L:G_LIMIT_RATIO, number) } els{  }
(L:G_LIMITER_7.5_ENABLE, enum) 1 ==
        if{ (L:G_LIMIT_RATIO, number) (A:AIRSPEED TRUE, Knots) * (&gt;L:G_LIMIT_VALUE, number) } els{  }
(L:G_LIMITER_7.5_ENABLE, enum) 1 ==
        if{ 16383 (L:G_LIMIT_VALUE, number) - -0.9 * (&gt;K:AXIS_ELEVATOR_SET) } els{  }
(A:G FORCE,G Force) 7.5 &gt;
        if{ (&gt;K:ELEV_TRIM_DN) } els{  }

(L:FCS_ENABLE, enum) 1 ==
(A:G FORCE,G Force) 5.0 &gt; and
(A:AIRSPEED MACH,Mach) 2.0 &lt; and
(A:TOTAL WEIGHT,pounds) 44000 &gt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) 10 &gt; and
if{ 1 (&gt;L:G_LIMITER_5.5_ENABLE, enum) } els{ 0 (&gt;L:G_LIMITER_5.5_ENABLE, enum) }
(L:G_LIMITER_5.5_ENABLE, enum) 1 ==
        if{ (A:G FORCE,G Force) 5.5 / (&gt;L:G_LIMIT_RATIO, number) } els{  }
(L:G_LIMITER_5.5_ENABLE, enum) 1 ==
        if{ (L:G_LIMIT_RATIO, number) 500 * (&gt;L:G_LIMIT_VALUE, number) } els{  }
(L:G_LIMITER_5.5_ENABLE, enum) 1 ==
        if{ 16383 (L:G_LIMIT_VALUE, number) - -0.8 * (&gt;K:ELEVATOR_SET) } els{  }



<!-- G LIMITER: -3.0 -->

(L:FCS_ENABLE, enum) 1 ==
(A:G FORCE,G Force) -2.5 &lt; and
(A:AIRSPEED MACH,Mach) 2.0 &lt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) -10 &lt; and
if{ 1 (&gt;L:G_LIMITER_-3.0_ENABLE, enum) } els{ 0 (&gt;L:G_LIMITER_-3.0_ENABLE, enum) }
(L:G_LIMITER_-3.0_ENABLE, enum) 1 ==
        if{ (A:G FORCE,G Force) -3.0 / (&gt;L:G_LIMIT_RATIO, number) } els{  }
(L:G_LIMITER_-3.0_ENABLE, enum) 1 ==
        if{ (L:G_LIMIT_RATIO, number) 300 * (&gt;L:G_LIMIT_VALUE, number) } els{  }
(L:G_LIMITER_-3.0_ENABLE, enum) 1 ==
        if{ 16383 (L:G_LIMIT_VALUE, number) - 0.8 * (&gt;K:ELEVATOR_SET) } els{  }



<!-- Configuration AOA LIMITERS: 35 / 20 due to loadout (tweaked multiplier for altitude) -->

(L:FCS_ENABLE, enum) 1 ==
(A:AIRSPEED INDICATED,knots) 250 &lt; and
(A:INDICATED ALTITUDE, feet) 15000 &lt; and
(A:TOTAL WEIGHT,pounds) 44000 &lt; and
(A:INCIDENCE ALPHA,Degrees) 35 &gt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) 5 &gt; and
if{ 1 (&gt;L:AOA_LIMITER_35_ENABLE, enum) } els{ 0 (&gt;L:AOA_LIMITER_35_ENABLE, enum) }
(L:AOA_LIMITER_35_ENABLE, enum) 1 ==
        if{ (A:INCIDENCE ALPHA,Degrees) 35 / (&gt;L:AOA_LIMIT_RATIO, number) } els{  }
(L:AOA_LIMITER_35_ENABLE, enum) 1 ==
        if{ (L:AOA_LIMIT_RATIO, number) 3500 * (&gt;L:AOA_LIMIT_VALUE, number) } els{  }
(L:AOA_LIMITER_35_ENABLE, enum) 1 ==
        if{ 16383 (L:AOA_LIMIT_VALUE, number) - -0.8 * (&gt;K:ELEVATOR_SET) } els{  }

(L:FCS_ENABLE, enum) 1 ==
(A:AIRSPEED MACH,Mach) 0.7 &lt; and
(A:INDICATED ALTITUDE, feet) 15000 &gt; and
(A:TOTAL WEIGHT,pounds) 44000 &lt; and
(A:INCIDENCE ALPHA,Degrees) 35 &gt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) 5 &gt; and
if{ 1 (&gt;L:AOA_LIMITER_35_ENABLE, enum) } els{ 0 (&gt;L:AOA_LIMITER_35_ENABLE, enum) }
(L:AOA_LIMITER_35_ENABLE, enum) 1 ==
        if{ (A:INCIDENCE ALPHA,Degrees) 35 / (&gt;L:AOA_LIMIT_RATIO, number) } els{  }
(L:AOA_LIMITER_35_ENABLE, enum) 1 ==
        if{ (L:AOA_LIMIT_RATIO, number) 3500 * (&gt;L:AOA_LIMIT_VALUE, number) } els{  }
(L:AOA_LIMITER_35_ENABLE, enum) 1 ==
        if{ 16383 (L:AOA_LIMIT_VALUE, number) - -0.6 * (&gt;K:ELEVATOR_SET) } els{  }

(L:FCS_ENABLE, enum) 1 ==
(A:AIRSPEED INDICATED,knots) 250 &lt; and
(A:INDICATED ALTITUDE, feet) 15000 &lt; and
(A:TOTAL WEIGHT,pounds) 44000 &gt; and
(A:INCIDENCE ALPHA,Degrees) 20 &gt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) 5 &gt; and
if{ 1 (&gt;L:AOA_LIMITER_20_ENABLE, enum) } els{ 0 (&gt;L:AOA_LIMITER_20_ENABLE, enum) }
(L:AOA_LIMITER_20_ENABLE, enum) 1 ==
        if{ (A:INCIDENCE ALPHA,Degrees) 20 / (&gt;L:AOA_LIMIT_RATIO, number) } els{  }
(L:AOA_LIMITER_20_ENABLE, enum) 1 ==
        if{ (L:AOA_LIMIT_RATIO, number) 2000 * (&gt;L:AOA_LIMIT_VALUE, number) } els{  }
(L:AOA_LIMITER_20_ENABLE, enum) 1 ==
        if{ 16383 (L:AOA_LIMIT_VALUE, number) - -0.7 * (&gt;K:ELEVATOR_SET) } els{  }

(L:FCS_ENABLE, enum) 1 ==
(A:AIRSPEED MACH,Mach) 0.7 &lt; and
(A:INDICATED ALTITUDE, feet) 15000 &gt; and
(A:TOTAL WEIGHT,pounds) 44000 &gt; and
(A:INCIDENCE ALPHA,Degrees) 20 &gt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) 5 &gt; and
if{ 1 (&gt;L:AOA_LIMITER_20_ENABLE, enum) } els{ 0 (&gt;L:AOA_LIMITER_20_ENABLE, enum) }
(L:AOA_LIMITER_20_ENABLE, enum) 1 ==
        if{ (A:INCIDENCE ALPHA,Degrees) 20 / (&gt;L:AOA_LIMIT_RATIO, number) } els{  }
(L:AOA_LIMITER_20_ENABLE, enum) 1 ==
        if{ (L:AOA_LIMIT_RATIO, number) 2000 * (&gt;L:AOA_LIMIT_VALUE, number) } els{  }
(L:AOA_LIMITER_20_ENABLE, enum) 1 ==
        if{ 16383 (L:AOA_LIMIT_VALUE, number) - -0.5 * (&gt;K:ELEVATOR_SET) } els{  }



<!-- AOA LIMITERS DUE TO MACH: 0.7 to 0.8: -6 to +20, 0.8 to 0.9: -6 to +15, above 0.9: -6 to +12 -->

(L:FCS_ENABLE, enum) 1 ==
(A:AIRSPEED MACH,Mach) 0.7 &gt; and
(A:INCIDENCE ALPHA,Degrees) -6.0 &lt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) -5 &lt; and
if{ 1 (&gt;L:AOA_LIMITER_-6.0_ENABLE, enum) } els{ 0 (&gt;L:AOA_LIMITER_-6.0_ENABLE, enum) }
(L:AOA_LIMITER_-6_ENABLE, enum) 1 ==
        if{ (A:INCIDENCE ALPHA,Degrees) -6.0 / (&gt;L:AOA_LIMIT_RATIO, number) } els{  }
(L:AOA_LIMITER_-6.0_ENABLE, enum) 1 ==
        if{ (L:AOA_LIMIT_RATIO, number) 600 * (&gt;L:AOA_LIMIT_VALUE, number) } els{  }
(L:AOA_LIMITER_-6.0_ENABLE, enum) 1 ==
        if{ 16383 (L:AOA_LIMIT_VALUE, number) - 0.5 * (&gt;K:ELEVATOR_SET) } els{  }

(L:FCS_ENABLE, enum) 1 ==
(A:AIRSPEED MACH,Mach) 0.7 &gt; and
(A:AIRSPEED MACH,Mach) 0.8 &lt; and
(A:INCIDENCE ALPHA,Degrees) 20 &gt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) 5 &gt; and
if{ 1 (&gt;L:AOA_LIMITER_20_ENABLE, enum) } els{ 0 (&gt;L:AOA_LIMITER_20_ENABLE, enum) }
(L:AOA_LIMITER_20_ENABLE, enum) 1 ==
        if{ (A:INCIDENCE ALPHA,Degrees) 20 / (&gt;L:AOA_LIMIT_RATIO, number) } els{  }
(L:AOA_LIMITER_20_ENABLE, enum) 1 ==
        if{ (L:AOA_LIMIT_RATIO, number) 2000 * (&gt;L:AOA_LIMIT_VALUE, number) } els{  }
(L:AOA_LIMITER_20_ENABLE, enum) 1 ==
        if{ 16383 (L:AOA_LIMIT_VALUE, number) - -0.6 * (&gt;K:ELEVATOR_SET) } els{  }

(L:FCS_ENABLE, enum) 1 ==
(A:AIRSPEED MACH,Mach) 0.8 &gt; and
(A:AIRSPEED MACH,Mach) 0.9 &lt; and
(A:INCIDENCE ALPHA,Degrees) 15 &gt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) 5 &gt; and
if{ 1 (&gt;L:AOA_LIMITER_15_ENABLE, enum) } els{ 0 (&gt;L:AOA_LIMITER_15_ENABLE, enum) }
(L:AOA_LIMITER_15_ENABLE, enum) 1 ==
        if{ (A:INCIDENCE ALPHA,Degrees) 15 / (&gt;L:AOA_LIMIT_RATIO, number) } els{  }
(L:AOA_LIMITER_15_ENABLE, enum) 1 ==
        if{ (L:AOA_LIMIT_RATIO, number) 1500 * (&gt;L:AOA_LIMIT_VALUE, number) } els{  }
(L:AOA_LIMITER_15_ENABLE, enum) 1 ==
        if{ 16383 (L:AOA_LIMIT_VALUE, number) - -0.6 * (&gt;K:ELEVATOR_SET) } els{  }

(L:FCS_ENABLE, enum) 1 ==
(A:AIRSPEED MACH,Mach) 0.9 &gt; and
(A:INCIDENCE ALPHA,Degrees) 12 &gt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) 5 &gt; and
if{ 1 (&gt;L:AOA_LIMITER_12_ENABLE, enum) } els{ 0 (&gt;L:AOA_LIMITER_12_ENABLE, enum) }
(L:AOA_LIMITER_12_ENABLE, enum) 1 ==
        if{ (A:INCIDENCE ALPHA,Degrees) 12 / (&gt;L:AOA_LIMIT_RATIO, number) } els{  }
(L:AOA_LIMITER_12_ENABLE, enum) 1 ==
        if{ (L:AOA_LIMIT_RATIO, number) 1200 * (&gt;L:AOA_LIMIT_VALUE, number) } els{  }
(L:AOA_LIMITER_12_ENABLE, enum) 1 ==
        if{ 16383 (L:AOA_LIMIT_VALUE, number) - -0.6 * (&gt;K:ELEVATOR_SET) } els{  }
Title: Re: New FSXBA Hornet
Post by: Orion on April 03, 2015, 11:17:20 pm
hi, thank you, this i see all time when flight f-18c, mean it popup time by time any time

If you have pitch and yaw authority and control over the flaps, I wouldn't worry about it.  I haven't come across the same issue in my own testing, so I don't really know what's causing it.  The only thing I might suggest is to try disabling other SimConnect based addons (i.e. temporarily rename the exe.xml and dll.xml files, remove the [Trusted] section from the Prepar3D.cfg file and make sure to only allow HornetFCS.dll to run, and to not launch other addons (e.g. vLSO, AI Carriers, Active Sky, etc.)).

Edit: Actually, I think Jimi had both Autoflaps.dll and HornetFCS.dll referenced in the panel.cfg file in the released version.  HornetFCS.dll supersedes Autoflaps.dll and includes much of the same code.  It could be possible that they're conflicting.  Try removing Autoflaps from the panel.cfg and see if that helps.
Title: Re: New FSXBA Hornet
Post by: Kea on April 05, 2015, 10:54:33 pm
Alternate (clean) textures for RAAF and RCAF repaints now up on my Drive, for those of you who prefer cleaner looking jets. I've just literally scrubbed the dirt off the paints - they're the same serials. Please read the readme for addition/replacement instructions. I've not bothered with alternate textures for Swiss or Finnish aircraft as they always seem to be fairly clean (in online images anyway).

https://drive.google.com/file/d/0B_KeMXMmL3b3bmtIeTh1Skd0dUk/view?usp=sharing

 
Title: Re: New FSXBA Hornet
Post by: einherz on April 08, 2015, 12:28:11 pm
hi, thank you, this i see all time when flight f-18c, mean it popup time by time any time

If you have pitch and yaw authority and control over the flaps, I wouldn't worry about it.  I haven't come across the same issue in my own testing, so I don't really know what's causing it.  The only thing I might suggest is to try disabling other SimConnect based addons (i.e. temporarily rename the exe.xml and dll.xml files, remove the [Trusted] section from the Prepar3D.cfg file and make sure to only allow HornetFCS.dll to run, and to not launch other addons (e.g. vLSO, AI Carriers, Active Sky, etc.)).

Edit: Actually, I think Jimi had both Autoflaps.dll and HornetFCS.dll referenced in the panel.cfg file in the released version.  HornetFCS.dll supersedes Autoflaps.dll and includes much of the same code.  It could be possible that they're conflicting.  Try removing Autoflaps from the panel.cfg and see if that helps.
hi, thank you, p2d has other politic - no trusted section, just open everything with some unresonable excludes, any way all ok, except cold&dark taileron dancing and this green line
Title: Re: New FSXBA Hornet
Post by: Dman on April 08, 2015, 03:16:11 pm
I've looked to see if anyone else might have had a similar problem, so forgive me if it's already been answered.. I just updated P3D 2.5 with the third hot fix.. Prior to that the Legacy Hornet (15.1) flew beautifully. Now- after the hot fix, I get a message when flying the Hornet- "FCS Simconnect Exception: Simconnection_Exception_Unrecongized_In"

Like I said, all worked flawlessly before the last P3D Hotfix.. Any ideas?
Thanks guys!
Title: Re: New FSXBA Hornet
Post by: einherz on April 09, 2015, 05:25:22 am
strange, must be some dll conflict, but i has this messages with x44 hotfix, with 45 doesnt fly yet, i use newest prototype model in this thread
Title: Re: New FSXBA Hornet
Post by: Orion on April 10, 2015, 03:32:35 am
I'm not sure why that would be the case.  I haven't been able to reproduce the issue with FSX.  P3D is supposed to be backwards compatible with gauges and SimConnect addons that were compiled against the FSX libraries (this is actually their SDK recommended method of creating cross platform addons).  All I can suggest is to make sure you don't have both Autoflaps and HornetFCS in the panel.cfg (you should only have HornetFCS) and if that doesn't help, try disabling other addons that use SimConnect by renaming/removing the dll.xml and exe.xml files and not launching anything else (e.g. vLSO, AI Carriers, Active Sky, etc.).
Title: Re: New FSXBA Hornet
Post by: xmozartx on April 10, 2015, 04:36:34 pm
@Dman
there is an FSUIPC4 update. try that. ver. 4.939
.
before i ask my question, let me say that this is a very beautiful bird.
i have these black bars that run along the bottom of the DDI's. and block-out the lower PB labels  any idea's?
edit.
forgot to add, that occasionally while in MP and trapping on a Javier carrier. the NWS will no longer work. the HUD will indicate that the function is active. visually in the cockpit you will see the pedals move, externally the rudders move, but no NWS. i found that you have to cycle through the external views and then the NWS will work.
Title: Re: New FSXBA Hornet
Post by: Starway on April 10, 2015, 07:01:53 pm
I love the D model.

Is there a paintkit available?
Title: Re: New FSXBA Hornet
Post by: Dman on April 10, 2015, 08:14:14 pm
Orion.. That fixed it.. I disabled the auto flap gauge in the panel configure...
Title: Re: New FSXBA Hornet
Post by: einherz on April 12, 2015, 11:34:54 am
thanx guys, i'll do it too, hope flaps will work ok with no autoflaps.dll
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on April 12, 2015, 01:47:36 pm
Hi Jimi,

after my fruitless excursion with the AOA limiters I have been experimenting with the cg's (empty weight, stations & fuel) and have been somewhat successful in setting up a hornet configuration (.air & .cfg) with RL cg's that seems to be ok, apart from the pitch auto trim behaviour - but that was to be expected.

When moving all cg's (empty weight, stations & fuel) to their RL positions, mostly further backwards, I had to make the following adjustments in order to get to an aircaft that is stable on the runway and in the air:
a) moving cg's backwards makes the stationary plane on the runway pitch its nose down, so nose gear cp's (static and max/static compression needed to be adjusted). Result: stable plane on runway.
b) moving cg's backwards makes aircraft unstable around the yaw axis, so Cn_R (yaw rate) dampening has to be decreased (inverted/negative), and Cn_beta (sideslip) has to be increased in order to compensate (normal/positive) too. Result: stable flight envelope, similar to what it was before.
c) moving cg's backwards negatively effects pitch behaviour, in order to compensate elevator effectiveness needs to be increased. Result: same pitch behaviour as before.

I have done these changes in order to better understand how it all works, so in the future it might be easier to change certain parameters to get to a certain result - to improve flight dynamics.

1) What puzzled me before and now again: Whenever the cg's are moved backwards the stationary model on the runway moves its nose downwards although one (I) might expect the opposite. Do you have an explanation resp. do you understand why it works this way?

2) When I understand NATOPS correctly the FCS will compensate for cg variations due to fuel transfer and weapons release. Since we cannot implement this easily, it seems be the best way move all cg's close together around the longitudinal axis - as you have already done with you current versions. Is there a specific reasoning (some rough calculations) behind it for moving empty_weight cg to -27.0 and all other stations & fuel to -28.5 around the lon. axis. I understand that it has to do with pitch_auto_trim, and that it functions best around the center of the aircraft, but why is that so?

3) When cg's were moved backwards to their RL positions, pitch auto trim kicks in at around 7deg attitude, above that it does not seem to work. I.e. when you pull pull up the nose to 15 or 20deg. - although the g's are below 1.0 the plane will gradually pitch down until it reaches roughly 7deg. attitude and the movement stops. I have tried several changes in the coding, but none seem to effect this behaviour. Do you understand why it behaves this way in combination with the cg's moved backwards?

These are the questions that have been bugging me for the last few days, and I understand they might not be easy to answer, so please take your time - I will be on a short holiday the next two days anyway, where I hope some enlightenment will strike me.

Best regards, Peter
Title: Re: New FSXBA Hornet
Post by: Azframer on April 13, 2015, 04:54:46 am
I love the D model.

Is there a paintkit available?

The paint kit for the D model is the same as the C model it just wraps the model for the D. A clean version always gives a blacked out spot where the Blues Angels US Navy decal is on the Fuselage. So Training version with center line tank and empty pylons is what I am getting now.

Rick

Edit: Shows clean pilots Blue Angels uniform and blacked out ares and threw in a C model using same paint scheme.
Title: Re: New FSXBA Hornet
Post by: einherz on April 13, 2015, 05:09:34 pm
hi, disabled autoflaps.dll, but green line stay, but really not often
Title: Re: New FSXBA Hornet
Post by: Jamal on April 13, 2015, 10:49:12 pm
USMC F-18C Veteran
VMFA-212 & VMFA-321


Heya Tom,
When were you in 321? I was there from 1997-2000, ISMO shop (We fixed your 'puters).

Jamal
Title: Re: New FSXBA Hornet
Post by: Starway on April 14, 2015, 10:14:29 pm


The paint kit for the D model is the same as the C model it just wraps the model for the D. A clean version always gives a blacked out spot where the Blues Angels US Navy decal is on the Fuselage. So Training version with center line tank and empty pylons is what I am getting now.


Thank you! Found it on page 32.
Title: Re: New FSXBA Hornet
Post by: Kea on April 14, 2015, 10:15:40 pm
Hi repainters.

I've uploaded a set of templates for my repaints (RAAF, RCAF, Finnish AF and Swiss AF) for those of you who wish to use them as a base for your own repaints. These are the original files from Hani Michal, with unnecessary elements for my repaints removed and my new elements added (so you'll notice a mix of languages in the naming of the layers, but it's pretty easy to figure out). Hani is happy to allow these files to be redistributed in this form and so any further work using these templates have my similar permission to be redistributed for the benefit of other repainters.

These templates have been done in GIMP but exported in psd format (so both PhotoShop and GIMP users can use them). I don't use PS so can't guarantee things like being able to easily manipulate original text boxes (as in GIMP). I have the GIMP xcf files if anyone would prefer them - they are just about twice as large as the psd files so haven't uploaded them yet, but if anyone desperately wants them let me know.

Also some folders may be "missing" texture files - I just haven't included them because they are the same files that you'll find in other subfolders - for instance the file CP_F18_4_T won't be in the 410Sqn or 425Sqn folders for RCAF - just use the one found in the 409Sqn folder. Otherwise if anyone spots any issues, let me know either here on by PM and I'll try to sort it out.

Thanks again Hani for an excellent base set of textures. I hope these templates will be of use to other repainters out there.

https://drive.google.com/folderview?id=0B_KeMXMmL3b3flhKYm9SQ1pYRTdvM2VhNUN3cUY3VVlfcDFRZklwLWNydzBQZnJqQ0dzTG8&usp=sharing
Title: Re: New FSXBA Hornet
Post by: Azframer on April 15, 2015, 04:59:58 am
I can confirm the old Jasc Paintshop Pro 7 will open them in that format with all layers intact..Thanks KEA

Rick
Title: Re: New FSXBA Hornet
Post by: xmozartx on April 16, 2015, 06:20:52 pm
Quote
i have these black bars that run along the bottom of the DDI's. and block-out the lower PB labels  any idea's?
edit.
forgot to add, that occasionally while in MP and trapping on a Javier carrier. the NWS will no longer work. the HUD will indicate that the function is active. visually in the cockpit you will see the pedals move, externally the rudders move, but no NWS. i found that you have to cycle through the external views and then the NWS will work.
.
anyone have an idea on these issues i had posted earlier?
Title: Re: New FSXBA Hornet
Post by: jimi08 on April 17, 2015, 01:16:52 pm
Peter, 

Might not be the answers you are looking for, but here is what I got.
1) What puzzled me before and now again: Whenever the cg's are moved backwards the stationary model on the runway moves its nose downwards although one (I) might expect the opposite. Do you have an explanation resp. do you understand why it works this way?
Not too sure.  If I remember correctly, "point zero" can be set by the developer and may not necessarily be set at the tip of the nose.  If the neutral point is set further down the airframe that may have some bearing on it.  Might want to use some visual tool such as air wrench to help out with this.  The other might be its relation in regards to where all of the other weight as been placed (i.e. fuel, payload weights, etc).  I know with my settings, I tried my best to have all of these weights centered along the Center of Lift.  Mis-aligning those values might create such an issue.

2) When I understand NATOPS correctly the FCS will compensate for cg variations due to fuel transfer and weapons release. Since we cannot implement this easily, it seems be the best way move all cg's close together around the longitudinal axis - as you have already done with you current versions. Is there a specific reasoning (some rough calculations) behind it for moving empty_weight cg to -27.0 and all other stations & fuel to -28.5 around the lon. axis. I understand that it has to do with pitch_auto_trim, and that it functions best around the center of the aircraft, but why is that so?
Honestly, I did more of a trial and error approach to resolve this.  I placed all the weight that I could (i.e. fuel, payloads, etc) all along the same longitudinal point, and adjusted the CG to balance it out.  I would disengage the Pitch Auto Trim, fly level, and make small adjustments to the CG until the aircraft would fly straight & level with minimal changes in pitch with hands off the stick.  Once that was achieved, I re-engaged the Pitch Auto Trim to provide assistance to an already trimmed/balanced aircraft.

3) When cg's were moved backwards to their RL positions, pitch auto trim kicks in at around 7deg attitude, above that it does not seem to work. I.e. when you pull pull up the nose to 15 or 20deg. - although the g's are below 1.0 the plane will gradually pitch down until it reaches roughly 7deg. attitude and the movement stops. I have tried several changes in the coding, but none seem to effect this behaviour. Do you understand why it behaves this way in combination with the cg's moved backwards?
I have had the same issue as well.  If I remember correctly, 7deg is right around where the aircraft transitions from .9G to 1.0G.  The basic logic that I programmed in first called for the aircraft to be trimmed to 1.0 G then re-trimmed for 0 pitch rate.  For some reason, the sim doesn't like running or registering programming is the nose is hands-off "free falling" back to 1.0G.  Theoretically, the nose should slowly creep upwards as it continues to seek 1G until it hangs up near the vertical due to the lack of airspeed.  The impending stall should then trigger nose down trim once 22deg AOA is reached.

I know it's not super helpful, but I hope it helps a little.

Jimi
Title: Re: New FSXBA Hornet
Post by: Ah-Menace on April 19, 2015, 09:38:16 am
Sup Fellas,
Running through the files before I up load,I did my best with these textures...
Title: Re: New FSXBA Hornet
Post by: jimi08 on April 19, 2015, 02:23:26 pm
Nice work Ahmenace!
Title: Re: New FSXBA Hornet
Post by: Ah-Menace on April 27, 2015, 03:12:43 am
Here you go guys.
https://drive.google.com/folderview?id=0B7tS8Q9vucc0fkpfWTFNMmc1cXhtVEdOZmItdzVjU1JpdFUtUkNWcVlWNmR5ampVdGFUYkU&usp=sharing
Title: Re: New FSXBA Hornet
Post by: jc005e on April 27, 2015, 04:56:20 am
is there a zip file available?
Title: Re: New FSXBA Hornet
Post by: Ah-Menace on April 27, 2015, 12:27:50 pm
Im not sure if I uploaded the files correctly,if you can't get them can someone explain to me how to do so,or I can send them to an email and that person can do it.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on April 27, 2015, 01:25:52 pm
Hi Ahmenace,

as far as I can tell your upload is working ok, since we can access and download you uploaded files.

I believe what jc005e is hinting at is that in order to give your uploaded textures a try we would have to manually download each file and put it into the respective folder manually. Very tiresome and frustrating!

In order to facilitate access, please zip the folders you intend to upload and then upload these zipped files. Adding some kind of versioning to the zip file name (e.g. 2015-04-27 or v1.0.2.x) also helps to distinguish future versions from one another.

Best regards, Peter
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on April 29, 2015, 08:57:55 pm
Hi all, 2 questions, if I may be so bold:
1) Is there going to be an update to the FA-18c manual in PDF format?
2) will there be an improvement to the VC cockpit textures? It's not as sharp, I guess you could say. I can't read any of the text on the panels, the switch labels and so on. Probably just my old computer, but it can't hurt to ask :)

Thanks to all for the amazing work on this bird, and it's wonderful as is, don't get me wrong. I am just overly demanding, I guess :) Thanks in advance for any answers that will be forthcoming!

Pat☺
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on May 01, 2015, 06:50:04 am
Pardon me, AHMenace. I hate to sound even more like an idiot than usual, but I just downloaded the three folders full of textures you linked above, Texture, Texture.F-18C, and Texture.F-18D. I don't exactly understand the instructions though. If I just install Texture into one of the other FA-18's, like FS_F-18C, for example, it will replace the folder that is already there, thus affecting all the textures of that particular airplane. Is that the intent? If so, which one should it be installed into, ie: which zip file from this thread do they go to? Should I take the model, panel, sound folders from another plane and make a new plane just for your textures? Looking at the included text file Instert into CFG.txt, At least one of your folders should be named Texture.VFA-136, but none are. Should I rename one to that? If so, which one?
Sorry, I know I sound like a moron, but I really like the textures you uploaded, most especially the cockpit, which is crisp and clear, at least in the screen caps you showed. Once I figure out out where to stick it all...ahem...so to speak, I'll be happy as a clam!
I just had a horrible thought: These are for FSX and FSX-SE, not P3d only, yes? Tell me they are...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Kea on May 03, 2015, 05:57:03 am
Pat, don't know if anyone's got back to you by PM, but I think the cockpit textures that AHMenace has provided are probably the "crispist" to date. I can't answer for Jimi and co about future visual updates to the cockpit though.
I've been mucking around again with some repaints and thought now that the USS Theodore Roosevelt is in the Persian Gulf area I'd do a quick update to the VMFA-251 Thunderbolts scheme. I just applied some layers from Hani Michal's kit to give it a more weathered look, otherwise it's the same (haven't touched the original markings etc). It's available here:

https://drive.google.com/open?id=0B_KeMXMmL3b3MWVVOF9YUjdlakE&authuser=0

I also went a bit further and repainted Pierre Marchadier's E-2C Hawkeye in VAW-125 colours for three birds: AB600 (CAG), AB601 and AB604. They should be available on flightsim soon (in keeping with Pierre's EULA I can't dish them out directly via my Google Drive). They're a bit rough-and-ready, it was difficult to align the tail flashes and I ran out of time so just released them anyway - it's obviously an old model but as far as I am aware the best E-2C model currently available for FSX. I recommend sprucing up the panel with the naval.cab ATC gauge so you can actually be of use in monitoring air traffic around the carrier group.

So, with VMFA-125 retouched, VAW-125 done, that leaves VFA-136 (in my case covered already by VRS with their Superbug), VFA-11 and VFA-211 (you can find repaints for the Team KBT F-18F model around the traps and until VRS release their own F/A-18F that's again probably the better model available at the moment) and VAQ-137 E/A-18G (I've not been able to find any repaints for the Team KBT model for this squadron yet). Excepting the helicopter squadrons, that's all of Carrier Air Wing 1, aboard CVN-71, currently somewhere in the vicinity of the Persian Gulf!

Chuck in Tacpack and CCP and there should be some very worried virtual targets in that area of the FSX world!
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on May 03, 2015, 07:16:10 am
Well, Mr. Kea, thank you very much for the info! No, no one's answered my questions yet, other than you, that is. I am sure people are busy and have their own concerns, but that they will take the time to answer when they can. They always do :) Maybe I can ask you: I tried AHMenace's textures in the Prototype v1.55 and it works great. Love it! The cockpit textures are fantastic. Crisp and clear and readable easily. Yeah yeah I wear my readin' specs when I must. My eye is getting old (yeah, just one).
Having said all that, the only C model I can see is the VFA-136 he made, and it's great, don't get me wrong. I guess that's what his Texture.F-18C was for. Would I be able to use the Texture folder in place of the Texture folder in the 15.2 version (FA-18C_FSXBA2014 FLT15.2.zip)? What about the planes and textures by Peter, airplane_v1.7.0_NH_FA-18C.7Z and textures_v1.7.0_NH_FA-18C.7Z?
Yeah, I could try it and see but I'm a firm believer in asking first, then messing things up  ::) If I could use it, it would sure sharpen up the cockpits of all those planes a lot, this solving one question of the many I have :)
Thanks for the answer, I appreciate the work you've done! I wish I could afford TacPac! Can it be added to the above listed aircraft? Or only on certain aircraft? I noticed Dino's F-14 and T-34 are ready for it, just need a liscence (I think) to be good to go.
Ok, ok, I'll stop with the questions. All this FSX-SE stuff is brand new to me (I'm a FS9 guy from back in '04). But this plane (the New FSXBA Hornet) is just too good to pass by. Best plane I've seen in the sim world so far, and that's saying something. At least for FS9, anyway. Thanks again for all the help and the texture's you came up with!
Pat☺
Title: Re: New FSXBA Hornet
Post by: Kea on May 03, 2015, 09:06:39 am
Having said all that, the only C model I can see is the VFA-136 he made, and it's great, don't get me wrong. I guess that's what his Texture.F-18C was for. Would I be able to use the Texture folder in place of the Texture folder in the 15.2 version (FA-18C_FSXBA2014 FLT15.2.zip)?

Yes. Make a back up of your current "Texture" folder (which has all the common texture files in it) and then drop in AHMenace's one to replace it. Any other texture folder that has a texture.cfg which falls back to that folder will then incorporate the AHMenace cockpit. Works for the D model too. I did find though that I had to use the "CP_F18_Glass_T" file from the original Texture folder, otherwise your canopy goes dark. Either overwrite AHMeance's one in your new Texture folder, or copy-paste the original glass file into your other texture folders...

What about the planes and textures by Peter, airplane_v1.7.0_NH_FA-18C.7Z and textures_v1.7.0_NH_FA-18C.7Z?

Sorry, haven't used any of these textures by Peter, he may be able to answer!

I wish I could afford TacPac! Can it be added to the above listed aircraft? Or only on certain aircraft? I noticed Dino's F-14 and T-34 are ready for it, just need a liscence (I think) to be good to go.

Yeah it's well worth it. This Hornet already has Tacpack guns (so if you own Tacpack you can already shoot stuff!) and I understand the end goal is to have it Tacpacked properly (Jimi?). Tacpack is only supported if it's modeled into aircraft by the developers, it's not something you can just add to any aircraft (except guns, apparently with a bit of know-how you can add TP guns to anything). And it is supported for the Steam Edition, but you have to update it everytime Steam updates, or something like that (I don't use Steam).
Enough of the off-topic TP stuff though, if you have any other questions you can PM me.
Title: Re: New FSXBA Hornet
Post by: Ah-Menace on May 04, 2015, 02:59:27 am
Hey guys,
 Sorry Peter for not getting back to you,but I see Kea has filled you in on the textures,thanx Kea.and now these are almost ready! I really love these myself if I must say!
Hey Jimi,whats up with the clean fleet bird? and Ive noticed that BA7 the pilot doesn't have a visor and the entry ladder doesn't come down,can you fix those?
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on May 04, 2015, 07:08:27 am
Hi, AHMenace!
Thanks for the reply. I appreciate it. And yes, Mr. Kea explained it perfectly, my many thanks to him for taking the time to answer. By the way, my name is PAT, not PETER. I don't know why, but that's twice you confused the two of us :D It doesn't bother me in the least, I just think kinda funny. I've answered to a lot of things in my life. Especially in boot-camp. Marine DI's seem to have a never-ending repertoir of derogatory names for privates.
When I was working in Yuma with the Israelis at VMFAT-401, they confused myself and another man named Pete. It's due to the written Hebrew not having any vowels. To them we were both (in written Hebrew) P-sound, vowel-sound, T-sound, thus: PT. It took the two of us (Pete and I) more than a year to teach a couple of them who was who  :P They wound up calling me Yeshua, as I wear my hair long and a goatee. Strong resemblance to a lot of paintings of Jesus (Yeshua).
Just so you know, Kea, yes, it works perfectly with Peter's textures. At least the latest version. Not to mention the FSXBA v15.2, altho I didn't have to copy the glass texture back in from the original. It worked fine for me. I must have a weird computer or something :) Thank you also for the info on TacPac. I appreciate it a lot. I still can't afford it, but at least now I know. I had trouble scraping together the $5.00 for FSX-SE!
Thanks to both of you. You're great people here. I look forward to your latest textures, AHMenace.
Pat☺
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on May 04, 2015, 04:50:49 pm
Hi Ahmenace,

thanks for the great texture enhancements you have contributed, they really look amazing!

I have a few questions that have been bugging me for some time, and that I have not been able to find solutions for:

- Your screenshots show the airplane with lowered ladder, covers and blocks, and open canopy. Could you please provide the keyboard shortcuts how to trigger these animations? I have tried several combinations with Ctrl and Shift, but none of them seem to work. I know that some model files have animations for the ejection seat, have you figured out how that works, too?

- I am having troubles with the Model C Training version, where the pilot always looks to the left in my case, unlike the screenshots you have provided. Could you please provide a sample of zipped files and folders and upload it, since you have been able to fix this issue. Much appreciated.

- For the Model D Clean/BA and Training version, I cannot seem to get rid of the blue cockpit issue. I have created several "New Folder"s as stated and copied required files, but without success. I do not know what I did wrong. Could you provide a sampe of zipped files and folders of a fixed version and upload it, this would be very helpful. One for the Model D Clean/BA version and one for the Model D Training version.
In my case, the Model D Clean/BA version has a lowered tailhook by default when standing on the ground. This does not seem to be an issue on the screenshots you have provided.
In my case, the Model D Training version also has the issue where both the pilots are looking to the left side. Have you been able to fix this issue, too?

Best regards, Peter
Title: Re: New FSXBA Hornet
Post by: Azframer on May 04, 2015, 08:20:33 pm
- Your screenshots show the airplane with lowered ladder, covers and blocks, and open canopy. Could you please provide the keyboard shortcuts how to trigger these animations?


Shift+E 3 is what it should be for ladder, blocks, and intake exhaust covers.
Title: Re: New FSXBA Hornet
Post by: Azframer on May 05, 2015, 01:41:39 am
The Blue Cockpit is caused by the file CP_F18_4_N.dds, make sure you remove it from your D model folders and the main texture folder, However your C models need that file so copy it to all C model texture folders, if C models do not have access to that textures the frame around canopy will show in a black color.

Rick
Title: Re: New FSXBA Hornet
Post by: Azframer on May 05, 2015, 01:50:25 am
I have a pic of C model without CP_F18_4_N.dds file below. I just removed it from main texture folder because the D model will use it from main texture folder if it is not in the D model folder. I hope I made that clear enough now.
When I was working on the Aggressor paint I had forgotten to add the file back for the C model and found the black frame. 

Rick
Title: Re: New FSXBA Hornet
Post by: jc005e on May 05, 2015, 05:35:38 am
Ahmenace ,   I love the new engine nozels  , can you upload them so i can download them?
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on May 05, 2015, 03:10:00 pm
Azframer, thanks for your quick reply!

- The key combinations Shift+E, 3 or other variations of it do not work for me, it only opens GPS window, and I do not why.
Shift+E opens canopy only. Tried it with vanilla FSXBA version 15.2 and it does not work either. Disabled all addons (AccuFeel) without any success, too. I even reset all key controls within P3D 1.4 without any result.
Does anyone of you have a hunch why that could be, or have you stubled upon similar issues?

- Thanks to your specific explanations I have been able to fix the blue cockpit issue. But the Model D Clean/BA version issue with the default lowered tailhook while on the ground, that cannot be retracted/lowered while on the ground is still persistant. Which model files from what FSXBA version are you using?

- With the Model C Training version I noticed that the tailhook can be lowered while standing on the ground, but it does not touch the ground, e.g. it stops around half the way. Do you have this issue, too?

- As far as I have noticed, after you explanations, I did not even needed to copy textures into 'New folder' for D versions. Can you confirm that, too?

Best regards, Peter
Title: Re: New FSXBA Hornet
Post by: Azframer on May 05, 2015, 06:52:41 pm
If it is opening your GPS, that tells me the combination shitft3 are being pressed I would call that shift+3 because they are being pressed at the same time. You should be pressing Shift and E at same time when released push 3 key that should open the ladder and the rest.

Rick
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on May 05, 2015, 07:26:43 pm
I did exactly as described and it does not work - just don't know why. Even with the out of the box FSXBA 15.2 version.
Title: Re: New FSXBA Hornet
Post by: Azframer on May 05, 2015, 08:41:43 pm
I have not changed from the FA-18C_FSXBA2014 BA14.8 version yet. Look and see if you have the extra door opening in config file. I think they are exits in the confing file.


[exits]
number_of_exits       =   4
exit_rate.0          =    0.3
exit_rate.1          =    0.5
exit_rate.2          =    0.2
exit_rate.3          =    0.8

Rick
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on May 05, 2015, 09:43:12 pm
Entries were present in aircraft.cfg, still no clue why not working.


Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on May 05, 2015, 10:54:35 pm
Just stumbled upon something:

When I created my NH mod back last year, I renamed panel.Fleet from FSXBA to panel and changed all paths accordingly (aircraft.cfg).

Now when I rename the folder 'panel' back to 'panel.Fleet' in my mod, without correcting the paths in aircraft.cfg, guess what, HUD will not work (as expected), but Shift+E, 3 suddenly works!? Engines are running and I can extend ladder, covers and blocks.

But when I adjust the paths in aircraft.cfg to 'panel.Fleet', so that the HUD will work again, guess what, Shift+E, 3 will not work anymore, but the HUD does again.

In order for Shift+E, 3 to work, does the plane need to be powered down? Are there any prerequisites I must follow? How do I shut down the engine manually? As I remember Ctrl+E starts them but I never powered them down.

The other way around it does not work, e.g. when renaming panel.Fleet to panel from original FSXBA, the aircraft does not even show up in order to be selected.

Any clues?
Title: Re: New FSXBA Hornet
Post by: Azframer on May 05, 2015, 11:25:06 pm
All I can honestly answer is that once I did a carrier landing without shutting down engines and was able to deploy ladder with intakes covers. The rest I will not be any help on.

Rick
Title: Re: New FSXBA Hornet
Post by: Orion on May 06, 2015, 04:14:50 am
How do I shut down the engine manually? As I remember Ctrl+E starts them but I never powered them down.

By default Ctrl+Shift+F1 shuts engines down (by sending the MIXTURE_LEAN event).
Title: Re: New FSXBA Hornet
Post by: Ah-Menace on May 06, 2015, 05:07:05 am
Yea guys its tricky,I messed my folders up,but once I figure it back out I'll inform you guys.
Title: Re: New FSXBA Hornet
Post by: jimi08 on May 07, 2015, 02:02:21 pm
How do I shut down the engine manually? As I remember Ctrl+E starts them but I never powered them down.

By default Ctrl+Shift+F1 shuts engines down (by sending the MIXTURE_LEAN event).

You should also be able to shut them down by right-clicking on each throttle lever once they are at idle.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on May 08, 2015, 11:46:37 am
Hi guys, I'd like to report that I found fixes to most of the issues encountered:

- Model C Training version, pilot looking always to the left: Sifting through prior FSXBA versions I found within version 2014.5, folder 'new stuff', a working model file where the pilot looks straight ahead.
- Shift+E, 3 (ladder, covers and blocks): I have got it working once, but don't yet know where it is triggered exactly. I am quite sure that the issue is located within folder 'Panel'. Will investigate further.
- Model D version, blue cockpit issue: Renaming/deleting CP_F18_4_N.dds will fix this issue but it will also mess with the canopy bump map. So instead of deleting, I found that blackening everything but the canopy texture achives the same result without causing further issues.
- Model D Clean/BA version, default lowered tailhook: This is caused by incompatibilities between the model file and the current tailhook.xml from folder Panel. Once an older xml file is used the issue is gone with this model file.

I'm going to release new NH C/D version mods including these fixes within the next days, so you can all have a look at it, if you want to. I will also separate the C from the D version model to simplify further modding and addressing of panel folder issues and customization of textures.

Peter
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on May 09, 2015, 12:30:16 am
Just found what is causing Shift+E, 3 not to work. It is caused by the Pirouette.xml in the FCS foler within the Panel folder.

I do not understand why that is, but once you rename the file Shift+E, 3 will trigger the ladder, blocks and covers as expected. Commenting 'gauge24' out from panel.cfg will also work, instead of renaming the xml file.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on May 09, 2015, 05:30:13 pm
I'd like to share some of the insights I gained over the last few weeks trying to improve flight dynamics of the legacy hornet.

1) Moments of inertia: In the current setting I think the roll_MOI is way to high. When stick input is released the bird tends to continue rolling for a short period of time. As a starting point I looked at the MOIs of different fsx fighter airplanes (F-15, F-16, FA-18E) and set them in relation to the aircraft empty weight. All of them showed significant lower roll MOI.

Here is what I've come up so far, and I like to suggest as new MOIs for the legacy Hornet:

empty_weight_pitch_MOI   = 115407
empty_weight_roll_MOI    =  24690
empty_weight_yaw_MOI     = 137376
empty_weight_coupled_MOI =  -1467

These will give much better roll authority, and facilitate exact maneuvers.

2) Pitch auto trim: In my efforts trying to adjust the empty weight CG position more backwards (-34.2ft) where it should be, I always ran into the problem that after these changes pitch auto trim would not stabilize/balance the aircraft at AOAs above seven degrees. As a solution, I found that introducing table 1534 (wing center of lift offset) into .air file and adjusting the longitudinal offset to any value that will balance/stabilize the aircraft (e.g. -4.7ft) will do the trick, and seems to work without having any side effects.

3) When trying to fine tune lift and drag I noticed that it is possible to set additional lift/drag/pitch _scalars for each Flaps.N section. These may help in fine tuning the bird. How to is described in the FSX/P3D Aircraft Configuration File (online documentation).

I hope you may find that information as useful as I did.

Best regards, Peter
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on May 09, 2015, 09:00:52 pm
Quote
3) When trying to fine tune lift and drag I noticed that it is possible to set additional lift/drag/pitch _scalars for each Flaps.N section. These may help in fine tuning the bird. How to is described in the FSX/P3D Aircraft Configuration File (online documentation).

I did a lot of work with this part of the aircraft.cfg file of Dino's F-14B and Team FS KBT FA-18F (both in FS-9) a few months back. Just for myself, and the fun of doing it. It really made a huge difference in how the plane reacts to the flaps. Bear in mind there isn't an flap extension automatic feature like in the FSXBA FA-18C, pretty much 1/2 or full is all there is. Although the F-14B does have the whole autosweep thing as part of the flaps settings. Additionally, in the Primary Aerodynamics section of hte air file (1101), there is two sections, the Drag and Lift parts, that interact with the mentioned lift and drag scalars in the flap sections of the aircraft.cfg file.
Once the interaction is properly balance between the .air file and the aircraft.cfg file, you get, as near as I can tell, a very much improved aircraft. You do have to be careful about overdoing the air file settings, as there can be secondary and tertiary (at least) effects of those sections, but if one is carefull...
I meant no offense to Dino or KBT, and will never upload my efforts any where, but it sure made those two planes a lOT more accurate on slow-speed/high AOA flight characteristics. For me. As near as I can tell.
I am not a pilot (any more) nor have I ever even gotten to sit in a '14 or '18, but I can read and interpret the information available on those birds, and from what I could tell, I made an improvement in a small part of the flight characteristics.

Just thought I'd offer my little bit of info...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Dman on May 14, 2015, 02:31:46 am
Does anyone know exactly which files need to be installed to get Ahmenace updated cockpit textures..? The file pack seems to be everything, but it's not zipped...isn't it easier to install the few texture files needed?

Thank guys! :) :)
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on May 14, 2015, 05:39:18 am
To get just the cockpit textures? No. Not a clue. And yes, it'd be easier if they were zipped. But they aren't. I just downloaded every file listed in "Texture" folder one at a time, put them into a  folder named, oddly enough, Texture, and then replaced the folder in whichever plane I wanted them in, entire. The latest version Peter came out with, airplane_v1.8.0_FA-18C_NH.7z and textures_v1.8.0_FA-18C_NH.7z, utilized them so doesn't need the main Texture folder replaced with AHMenace's ones, just so you know. I used in them in the 15.2, however, and they made a great improvement. In my opinion.
The only problems I found were that the gear and flap indicator lights, down on the lower left of the main instrument panel, stay on at night when the panel lights are lit. So does the Hook light, right above it's handle, and the Spin Recovery light above that, which should only come on when the Spin Recovery system is activated with it's switch. Not during the day, even with the panel lights on.
If that's the worst problems I can find with them, though, I'll live with them :) The crispness and clarity of the cockpit are worth it. My vision isn't the greatest any more, and every little bit helps, so if for nothing else, I heartily thank AHMenace for that.
Sorry I'm not a great deal of help, Dman, but that's the info I have. I have never messed with textures and painting, so I have to rely on others for this stuff. I play with Panel.cfg files, aircraft.cfg and .air files, but never done any textures. I just don't have the patience, I guess. Wish I could offer more.
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on May 18, 2015, 03:14:12 am
Finally got to check out the new cockpit textures.  AHMenace, Awesome work man.  They look great!  Thanks again.

BTW: Here is an updated version of the PROTOTYPE bird that is still a work in progress.  Still a lot of stuff to work on with it, but it's coming along.  Got AHMenace's cockpit textures in there as well.

Link:  https://drive.google.com/file/d/0B3So3WwTLPRZODVvalVtbWdLM3M/view?usp=sharing

Happy hunting and thanks again!

-Jimi
Title: Re: New FSXBA Hornet
Post by: Orion on May 18, 2015, 06:41:45 am
Looks good. :)

(https://i.imgur.com/Dy3Xd4q.jpg)
Title: Re: New FSXBA Hornet
Post by: Ah-Menace on May 18, 2015, 09:01:47 am
Thanx Jimi!,and sorry fellas I didn't zip the textures but I will zip the Blues.
Title: Re: New FSXBA Hornet
Post by: jc005e on May 18, 2015, 10:57:55 am
Okay guys im still having problems with the autoflap feature.   So as i start the game and load in the f-18 , i hit the flap switch to full and nothing happends an then i switch back to auto and nothing still happends.  I go take off and retract the gears and flaps still wont go up.  i even done the oppisite and still nothing happends..    how do you get the auto flaps working correctly?    I accepted all the dlls and im up to date on my fsuipc.   The flaps will only work when i press the flap key on my joystick and that key assignment was removed.    When back into the flight and tried the flap switch agian and nothing happends. I dont understand why it wont work.
Title: Re: New FSXBA Hornet
Post by: Orion on May 18, 2015, 11:29:58 am
I'm not sure why you're able to control the flaps with a key binding that's been removed.  To be thorough, try renaming the fsx.cfg, Prepar3D.cfg, dll.xml, and exe.xml files in the %appdata%\Microsoft\FSX, %appdata%\Microsoft\FSX-SE, %appdata%\LockheedMartin\Prepar3D, and/or %appdata%\Lockheed Martin\Prepar3D v2 folder(s), depending on which simulator you're using, as well as renaming the Standard.XML in the %appdata%\Microsoft\FSX\Controls folder (or the Controls folder for whichever respective simulator you're using).  If you've done this correctly there should be no third party addons launched alongside the simulator, and the control mappings should be set back to default.

After doing the above, go for a test flight in the FSX Blue Angels Hornet and when loading the aircraft, only allow the HornetFCS gauge to run (disallow all other gauges for the time being).  If the flaps work as described by Jimi in this post (http://www.fsdreamteam.com/forum/index.php/topic,6944.msg90044.html#msg90044), then you can begin reintroducing addons, preferably one by one, testing the Hornet after each addon.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on June 02, 2015, 08:55:24 pm
Hi Jimi, when I am flying maneuvers at a very high AoA in order to turn the airplane around, I am having difficulties with realistic flight behaviour. The culprit here seems to be the induced drag scalar value that is currently set very low at 0.35 of a default 1.00.
I realize that this has been done in order to tune the flight performance in compliance with NATOPS during normal flight.
When I set the induced drag scalar to 1.00 the expected behaviour at very high AoAs looks much better, but the airplane now is barely able to gain speed at leveled flight just with a small AoAs, and seems to bleed speed during moderate turns much too fast. I have not found an effective way to offset the loss in performance due to induced drag, without making the engines unrealistically powerful.

Do you have an idea where to look at? Maybe I have overlooked a table in the .air file, but so far nothing has struck my mind.

Best regards,
Peter
Title: Re: New FSXBA Hornet
Post by: jimi08 on June 03, 2015, 07:55:40 am
Hi Jimi, when I am flying maneuvers at a very high AoA in order to turn the airplane around, I am having difficulties with realistic flight behaviour. The culprit here seems to be the induced drag scalar value that is currently set very low at 0.35 of a default 1.00.
I realize that this has been done in order to tune the flight performance in compliance with NATOPS during normal flight.
When I set the induced drag scalar to 1.00 the expected behaviour at very high AoAs looks much better, but the airplane now is barely able to gain speed at leveled flight just with a small AoAs, and seems to bleed speed during moderate turns much too fast. I have not found an effective way to offset the loss in performance due to induced drag, without making the engines unrealistically powerful.

Do you have an idea where to look at? Maybe I have overlooked a table in the .air file, but so far nothing has struck my mind.

Best regards,
Peter

Peter,

Remember, you have to take the scalars in the config file with a grain of salt as they are simply multipliers of the values found in the .air file.  So although .35 might seem low, the initial value in the .air file might tell another story.

I know there are a few different drag value in the air file.  I will take a look at them once I return home from this underway.  Now that we finished F-35 testing, I get a week and a half at home before going out again.

Can you further describe the control issues you are experiencing? 

Thanks.
Title: Re: New FSXBA Hornet
Post by: Azframer on June 03, 2015, 08:58:24 am
jimi08 are you on the USS Wasp? I seen the video of the DT

http://www.lockheedmartin.com/us/products/f35/f-35b-stovl-variant.html

Rick
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on June 03, 2015, 09:55:09 am
Can you further describe the control issues you are experiencing?

Thanks for your quick reply, Jimi. I am talking about post stall maneuvers like Herbst and Pugachev. During high AoAs (e.g. 50 deg.) the airplane does not seem to produce enough induced drag to slow the speed in order to stop and than turn around quickly enough. The result is a flight path that seems to defy the laws of physics. Despite these high AoAs the airplane continues its trajectory although reaching up to 90 deg AoA and more (aircraft can flip around). This should not be possible. When I set the induced drag scalar to 1.00 (all other issues put aside) the flight path looks much more realistic again during these high AoA maneuvers. Perhaps I am mistaken, but I do not think so.

In order to better fly and tryout these maneuvers I have increased the elevator effectiveness function in the .air file. Example during a tight turn at sea level at slow speeds (~180 kts), at max dry thrust, A-A loudout, one can pull with max stick input now up to 35deg AoA. This depends on the loadout. When more weight is added it is getting easier, less stick input required, to pull high AoAs. And the lighter the airplane gets e.g. Clean/BA the more difficult it gets, more stick input required, to pull high AoAs. I do not know if this is also true in real live, but this is the current behaviour experienced with the airplane (org. FSXBA and mods).

Peter
Title: Re: New FSXBA Hornet
Post by: jimi08 on June 03, 2015, 06:38:07 pm
jimi08 are you on the USS Wasp? I seen the video of the DT

http://www.lockheedmartin.com/us/products/f35/f-35b-stovl-variant.html

Rick

Yes Rick.  I am currently assigned to WASP
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on June 03, 2015, 07:56:19 pm
 ;D WOW 'jimi08' what a great place to be to participate in the recent F-35B/WASP OT-1 tests. :D

13+ Minute B Roll Video of the testing here: https://www.dvidshub.net/video/407436/ot-1-f-35b-lighting-ii-joint-strike-fighter#

Once logged in there are various quality/size video formats to download (which may take time for the largest one).

https://www.dvidshub.net/download/popup/407436
Title: Re: New FSXBA Hornet
Post by: edakridge on June 04, 2015, 09:58:23 pm
Good Deal Jimi! I am a Plankowner of the Wasp.
Title: Re: New FSXBA Hornet
Post by: jimi08 on June 05, 2015, 04:28:05 am
Good Deal Jimi! I am a Plankowner of the Wasp.

Awesome to hear!  She's a good ship.  Oldie, but goodie!
Title: Re: New FSXBA Hornet
Post by: whiteside on June 24, 2015, 09:56:21 pm
Hi guys, just switched to P3D V2 Academic. Will Jimis Jet work in there?
If so what do I need to import?
Thanks
Best flyin jet on FSX hands down
Will
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on June 25, 2015, 06:34:18 am
And there is work in progress to improve the FCS, and a few other things, I think. How do they improve on perfection, I have no clue, but they seem to with every update! Amazing people, no question.
Pat☺
Title: Re: New FSXBA Hornet
Post by: HAFPilot17 on July 08, 2015, 05:38:09 pm
Hey all! I'm new here.Can someone post a DL link of the LATEST Hornet version?That would be perfect.
Thanks!
Title: Re: New FSXBA Hornet
Post by: malibu43 on July 08, 2015, 06:45:13 pm
Another first time poster here   :-[

I just stumbled on this amazing freeware after reading about it in another forum.  Wow!  Thank you so much to those who have put their time in to create this great mod for FREE!

I downloaded the Fleet package (http://www.fsdreamteam.com/forum/index.php/topic,6944.msg87630.html#msg87630) last night and was really impressed in the few minutes I had to try it out.  The HUD is great.

I have a few questions:

1.  Is there a manual available somewhere?
2.  I get error messages stating "the model can't be found" when I select either variant that references the "Clean" model (prototype and VFC-12).  I swapped the pointer in the cfg file to point to the training model and they worked fine.  Do others have this problem or is it only on my end?
3.  I don't see any afterburner effects.  Is this normal or did I miss something?
4.  I watched the plane accelerate from 0 to 1000kts in external view and never saw the transonic effect.  Again, not sure if this is normal or if I missed something.

I'm using the latest hotfix for P3D v2.5.

Thanks!

Thanks!
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 08, 2015, 08:34:04 pm
Malibu43,

First off, nice to meet you and welcome to the forums here!  There's  A LOT of people have contributed to its success.  I'm sure they (as do I) appreciate the kind words.

Now to answer your questions:
1.  Working on that.  Just need to get some time to knock it out.  Stay tuned
2.  3-D model might be missing or mis-labeled somewhere.  I'll check it out.
3. & 4.  Have you installed all of the effects files that are located in the "Effects" folder that came with the jet?  If not, I'm guessing that's your issue.  If you already have, I'll re-investigate.

Hope this helps and again, great meeting you.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on July 08, 2015, 08:45:16 pm
Quote
Hey all! I'm new here.Can someone post a DL link of the LATEST Hornet version?That would be perfect.
Thanks!
The latest from Jimi is the v15.2, posted on page 38 of this thread, as shown by Malibu, below.
There a few other versions available also, from Peter, on page 1 of the thread here: http://www.fsdreamteam.com/forum/index.php/topic,10839.0.html (http://www.fsdreamteam.com/forum/index.php/topic,10839.0.html)
They are also worth a try out, in my opinion.
Jimi and his team are working twords  newer version, and it will be out soon-ish (I hope!)

Malibu:
Peter is also producing a couple different versions, updated from the 15.2. You may want to take a look at them, also. If for no other reason than he has made some great liveries!
They wouldn't have been possible without Jimi, Orion and all the others, though, so full credit to them all!

Hope that helps a little bit...
Pat☺
Title: Re: New FSXBA Hornet
Post by: malibu43 on July 08, 2015, 09:46:20 pm
Malibu43,

First off, nice to meet you and welcome to the forums here!  There's  A LOT of people have contributed to its success.  I'm sure they (as do I) appreciate the kind words.

Now to answer your questions:
1.  Working on that.  Just need to get some time to knock it out.  Stay tuned
2.  3-D model might be missing or mis-labeled somewhere.  I'll check it out.
3. & 4.  Have you installed all of the effects files that are located in the "Effects" folder that came with the jet?  If not, I'm guessing that's your issue.  If you already have, I'll re-investigate.

Hope this helps and again, great meeting you.

Thanks for the reply.

You know what.  I just left the effects folder where it was (in the F-18 aircraft folder) and didn't copy it into P3D/effects.  I thought maybe that was an alternate way to handle effects in FSX/P3D.  I'm realizing now it probably needs to be copied into the main effects folder.  Is that correct?
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 09, 2015, 02:42:34 am
That is correct Sir.  All of the files in the effects folder go into your primary Effects folder and all of the files in the Texture folder within the Effects folder go in the main Effects/Texture folder.
Title: Re: New FSXBA Hornet
Post by: malibu43 on July 09, 2015, 05:56:26 pm
That is correct Sir.  All of the files in the effects folder go into your primary Effects folder and all of the files in the Texture folder within the Effects folder go in the main Effects/Texture folder.

Thanks!  I'm all sorted out now!

(http://i.imgur.com/0rVTr0Y.png)
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 10, 2015, 12:06:41 am
Sweet!  Nice pic!
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on July 10, 2015, 07:24:25 am
Very nice picture! All I think when I see it is...PULL....PULL!!
 :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: edakridge on July 23, 2015, 11:06:42 pm
I have been working on getting Tacpack weapons working on the "C" model. Here is a video of some weapons testing, Air to Air at Fallon and Air to Ground at Pinecastle Range:

If anyone is interested, I will bundle it up into a semi easy install for them. I am also going to send what I have to Jimi for future upgrades. Also if any of you guys (or Gals) out there with coding skills want to help me out with getting "Smart" weapons working, just let me know!
Title: Re: New FSXBA Hornet
Post by: Victory103 on July 24, 2015, 05:12:10 am
Great work so far, to include the other models that have added TP capability. Not a coder, just using the SDK, but seem way behind you and the others on VRS forums.
Title: Re: New FSXBA Hornet
Post by: Kea on July 24, 2015, 11:09:33 am
Nice one Ed! I have been tinkering around myself these past couple of weeks with TP and this fantastic bird - just some really basic SDK stuff like Victory mentioned. Added flares and chaff:

(http://i1119.photobucket.com/albums/k635/Kea20/flares_zpsmojyjbia.jpg)
(only visible if fired from the cockpit though - haven't figured out how to fire them from external views, I presume it has something to do with coding the chaff and flares into actual switches perhaps...)

And the "highly experimental" TP night vision:

(http://i1119.photobucket.com/albums/k635/Kea20/nvg_zpswbrtpb3m.jpg)

Have also added audio for the RWR but it hasn't been incorporated into a visible gauge due to my complete lack of coding ability - tones still work for search radars and launches though. Have added the in-flight refuelling probe connect position (not yet tested to see if it works) and have been trying to get the TACAN to work...

More than happy to upload for others if Jimi is happy - it's a fairly simple addition of some cfg lines and a new sound folder - I'm deliberately not messing with the stuff Jimi's already put in for TP with the future in mind!
Title: Re: New FSXBA Hornet
Post by: edakridge on July 24, 2015, 12:52:28 pm
My stuff is pretty basic itself. My hope is that someone smarter than me can take what I have done and build on it, or transform it into something better!
Title: Re: New FSXBA Hornet
Post by: BAnthonyH on July 26, 2015, 07:39:06 am
Hey guys,

I downloaded the classic but I'm having a the same dramas with some of the aircraft not being visible.
Also, does any one have a VFA-146 texture for any of the relatively clean versions?
Thanks :-)
Title: Re: New FSXBA Hornet
Post by: Kea on July 26, 2015, 11:34:30 am
Also, coming soon... a bunch of NSAWC repaints!
Here's what I've done so far, just working on some blue and brown camo jobs then I'll put up a link for the NSAWC package.

(Sorry BAnthonyH, can't help)

(http://i1119.photobucket.com/albums/k635/Kea20/NSAWC%2000_zps54ihhcon.jpg)
NSAWC 00

(http://i1119.photobucket.com/albums/k635/Kea20/NSAWC%2032_zpselcaovkd.jpg)
NSAWC 32

(http://i1119.photobucket.com/albums/k635/Kea20/NSAWC%2022_zpseffixtsf.jpg)
NSAWC 22 (Marines)

(http://i1119.photobucket.com/albums/k635/Kea20/NSAWC%2026_zpsqulqeqhp.jpg)
NSAWC 26
Title: Re: New FSXBA Hornet
Post by: whiteside on July 27, 2015, 03:06:58 am
Another first time poster here   :-[

I just stumbled on this amazing freeware after reading about it in another forum.  Wow!  Thank you so much to those who have put their time in to create this great mod for FREE!

I downloaded the Fleet package (http://www.fsdreamteam.com/forum/index.php/topic,6944.msg87630.html#msg87630) last night and was really impressed in the few minutes I had to try it out.  The HUD is great.

I have a few questions:

1.  Is there a manual available somewhere?
2.  I get error messages stating "the model can't be found" when I select either variant that references the "Clean" model (prototype and VFC-12).  I swapped the pointer in the cfg file to point to the training model and they worked fine.  Do others have this problem or is it only on my end?
3.  I don't see any afterburner effects.  Is this normal or did I miss something?
4.  I watched the plane accelerate from 0 to 1000kts in external view and never saw the transonic effect.  Again, not sure if this is normal or if I missed something.

I'm using the latest hotfix for P3D v2.5.

Thanks!

Thanks!

Can you post the link to the hotfix for P3Dv2?
Thanks!
Will
Title: Re: New FSXBA Hornet
Post by: whiteside on July 27, 2015, 03:34:25 am
I get a Simconnect message that P3d doesnt recognize the Hornet and no DDi's.
(Hornet FCS Simconnect Exception: Simconnect eception unrecognized ID)
I moved the entire FXBA Hornet file into my P3Dv2.5 Simobjects\airplanes folder and copied the effects over to effects.
Anyone have that error?
Thanks
Will
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on July 27, 2015, 05:55:41 am
Nice looking paints, Kea. Looking forward to final versions of them!
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 27, 2015, 04:10:47 pm
I get a Simconnect message that P3d doesnt recognize the Hornet and no DDi's.
(Hornet FCS Simconnect Exception: Simconnect eception unrecognized ID)
I moved the entire FXBA Hornet file into my P3Dv2.5 Simobjects\airplanes folder and copied the effects over to effects.
Anyone have that error?
Thanks
Will

Have you transferred the "F18" Gauge from the primary Gauges folder over to P3D.  If not, try going to your main Gauges folder (not the one inside the F/A-18 Folder) and look for the file titled "F18".  Copy it and paste it over to the same folder in P3D.  It is a file borrowed from the Acceleration Hornet, so you will need to have had FSX Acceleration installed in order to have in the first place.

Hope this helps.
Title: Re: New FSXBA Hornet
Post by: whiteside on July 28, 2015, 07:57:57 pm
Jimi,
So I am clear...
I will go over to my old hard drive and last fsx folder with acceleration and drag that f18 gauge file from there to p3d gauges folder?
Will that fix the sim connect error also?
Thank you
Will
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 28, 2015, 11:04:18 pm
Yes.  Can't make any promises, but it should.  Usually if your MFDs arent working, its because you are missing that gauge.  I just verified.  The name of the gauge is "FA-18"
Title: Re: New FSXBA Hornet
Post by: whiteside on July 29, 2015, 02:16:15 am
Thank you I will report back asap!

Title: Re: New FSXBA Hornet
Post by: Kea on July 29, 2015, 03:47:30 am
Just doing some final tweaks...
Eight paints in all: six -18C's and two -18B's.

(http://i1119.photobucket.com/albums/k635/Kea20/00_zpscrinuqbu.jpg)

(http://i1119.photobucket.com/albums/k635/Kea20/02_zpsf2mvfym8.jpg)

(http://i1119.photobucket.com/albums/k635/Kea20/22_zpslayyxtvd.jpg)

(http://i1119.photobucket.com/albums/k635/Kea20/25_zpsrnd3qnxt.jpg)

(http://i1119.photobucket.com/albums/k635/Kea20/26_zpsgtrwdx1p.jpg)

(http://i1119.photobucket.com/albums/k635/Kea20/27_zpso8o5vblo.jpg)

(http://i1119.photobucket.com/albums/k635/Kea20/31_zpszc5jjjeh.jpg)

(http://i1119.photobucket.com/albums/k635/Kea20/32_zpswjtfiaxn.jpg)
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 29, 2015, 03:41:43 pm
Man, these paints looks awesome!  Outstanding work Kea!
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on July 29, 2015, 08:35:42 pm
I agree with Mr. Hendricks 110%! The specular effect is amazingly well done...
That IS what makes them shine like they're polished, right? I think it is, anyway.
Pat☺
Title: Re: New FSXBA Hornet
Post by: Kea on August 03, 2015, 10:32:11 am
Sorry for the delay guys, been away for the last five days. Just fixing some small issues, and I have a question for other repainters/Jimi/anyone:

Anyone know what file the part of the canopy frame (marked in the image below) for the D model can be found in?

(http://i1119.photobucket.com/albums/k635/Kea20/2015-7-29_15-17-36-364_zpsupw5vxrc.jpg)

Cheers all...
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on August 03, 2015, 05:36:12 pm
Hi Kea, your textures look great!

Concerning the canopy texture issue you mentioned, have a look at the first screenshot. This adjustment is only necessary for the D version textures.

Additionally, I have provided some more screenshots showing the differences between the C/D version concerning the painting of the canopy.
- Example1: Replicating the canopy texture from a C version to a D version will introduce some unwanted colors inside the canopy of the D version. In order to minimize the occurrence of this issue one should use a different layout, as provided, in the screenshots below (jpg 1 and 2).
- Example2: In case one just wants to paint the frontal part of the canopy (the windshield, like in a cabrio) the texture layout will need to be modified a bit further from the default example (jpg 3 and 4).

I got this figured out by trial and error a while ago, so I hope this will help you.

Best regards, Peter
Title: Re: New FSXBA Hornet
Post by: Kea on August 03, 2015, 08:35:15 pm
Excellent!
Thank you sir!
Title: Re: New FSXBA Hornet
Post by: whiteside on August 04, 2015, 01:47:59 am
Yes.  Can't make any promises, but it should.  Usually if your MFDs arent working, its because you are missing that gauge.  I just verified.  The name of the gauge is "FA-18"

MFD's working great! Thank you! Now I got a Red message when I select any model of the Hornet.

"Hornet FCS SimConnect Exception: SIMCONNECT_EXCEPTION_UNRECOGNIZED_ID"
Any ideas?
Will
Title: Re: New FSXBA Hornet
Post by: whiteside on August 04, 2015, 02:29:08 am
I also get the following error:

(http://images.tapatalk-cdn.com/15/08/03/3e50e7caadc77a415fafaa7f6736dedc.jpg)
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 04, 2015, 07:40:19 am
Sounds like an ORION question...
Title: Re: New FSXBA Hornet
Post by: Kea on August 04, 2015, 11:14:42 am
Peter...

You know where these bits are (circled in white)? Little grey piece on the vertical stabilizers and the colour creeping into the burner petals?

(http://i1119.photobucket.com/albums/k635/Kea20/2015-8-4_20-18-48-673_zpsreoz6aix.jpg)

Almost there with "version 1" NSAWC repaints! Well, actually they're more like version 29.

Jimi: not sure where you're at with Tacpacking this baby but are you happy for me to also release some basic TP code for RWR, flares and NVG?
Title: Re: New FSXBA Hornet
Post by: whiteside on August 04, 2015, 03:53:48 pm
I installed the Iris A10 as well and I get a similar sound file error but no simconnect ID error.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on August 04, 2015, 04:58:16 pm
Whiteside:
I get the same sound.ini error message from time to time, switching between different model versions back and forth, usually for development reasons. The result is a distortion in the sound effects. Usually switching slowly between different views and giving the sim a few seconds to get settled and than reloading a different model fixes the issue, meaning the model will be loaded without the error message. In some cases restarting the sim also helps.
I have no idea what actually causes this message, because the mentioned file is not present in any mod version I got. In the panel.cfg gauge17 is referencing the respective sound.ini:

//SOUND   
gauge17=dsd_fsx_xml_sound!Sound,  2,2,2,2, \Sounds\Sounds.ini

Moreover, I do not understand why sometimes everything works ok, and sometimes this message pops up. Maybe something is getting messed up during the load of the sound gauge?

Kea:
Concerning the visual glitches you posted, I have marked the positions where you can find the fixes in the screen shots. One word of advice, I found out that the margin of error for painting the exhaust feathers is very small. If you extend the black area around the feathers too far, they will show under the the airbrake cover. On the other hand, if you paint too much into the exhaust feathers, they will show the paint, as in your case.

Hope this is of some help, Peter
Title: Re: New FSXBA Hornet
Post by: Montie on August 04, 2015, 05:33:50 pm
Can anybody point me to the two seater Hornet? I can not find the link...
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on August 04, 2015, 07:54:11 pm
You can find a working mod of the NH version D model here:
http://www.fsdreamteam.com/forum/index.php/topic,10839.0.html
Title: Re: New FSXBA Hornet
Post by: Orion on August 04, 2015, 09:00:40 pm
Will: Not sure why that would happen; SIMCONNECT_EXCEPTION_UNRECOGNIZED_ID means that "the client event, request ID, data definition ID, or object ID was not recognized," and all of those are constants.  I haven't gotten that exception myself, so I can't really track down the cause of it.  Like Peter suggests, are you switching between aircraft or reloading the flight or current aircraft a lot?  That seems to mess up the sim after too many times.
Title: Re: New FSXBA Hornet
Post by: whiteside on August 04, 2015, 09:36:46 pm
Guys, thank you. I dont switch between planes often. Could it be the fact that I have not installed something previously or that my FSX with Accelleration is on another hard drive? What would actually need to be installed to make this go on P3Dv2?

Will
Title: Re: New FSXBA Hornet
Post by: Azframer on August 04, 2015, 10:52:32 pm
Can anybody point me to the two seater Hornet? I can not find the link...

You should have a D model with download. The only real option unless I have missed something is a D model Training version which has bomb racks and center line fuel tank. Any paint scheme will work for it as long as config file is set for that model which in main folder you should have folder Model.D_Training.
Edit=
I tried to use the clean D model from Blue Angels and this was the results. I was wondering if I changed the model name from Model.BA8 to Model.D_Clean if the black spots would go away?

Rick
Title: Re: New FSXBA Hornet
Post by: Orion on August 04, 2015, 11:02:49 pm
I don't use P3D, so I haven't tested the FCS gauge with it; however, P3D is supposed to be backwards compatible with addons developed using previous versions of the SimConnect libraries (in fact, this is the recommended method of creating addons compatible with FSX, ESP, and P3D simultaneously).  It could be that Lockheed Martin changed something in the SimConnect API that causes something to not work the same.  Have you tested it with FSX Acceleration and gotten the same SimConnect exception?
Title: Re: New FSXBA Hornet
Post by: whiteside on August 05, 2015, 01:10:49 am
I don't use P3D, so I haven't tested the FCS gauge with it; however, P3D is supposed to be backwards compatible with addons developed using previous versions of the SimConnect libraries (in fact, this is the recommended method of creating addons compatible with FSX, ESP, and P3D simultaneously).  It could be that Lockheed Martin changed something in the SimConnect API that causes something to not work the same.  Have you tested it with FSX Acceleration and gotten the same SimConnect exception?

By "it" you mean the latest version of the Hornet?
If so, no. I have stopped using FSX lately trying to use P3D only but I guess I'll have to use both:)
W
Title: Re: New FSXBA Hornet
Post by: whiteside on August 05, 2015, 07:11:00 am
Heres one for you guys. I'm trying to install the Captain Sim original D model F/A18 which I get from the XLOAD program installation only when I try to install it, the installer wants TO INSTALL IN MY FSX FOLDER BUT WILL NOT ALLOW ANY install in P3Dv2. How do you guys get the D model from CS?I drug the CS D model over from my FSX Airplanes folder but the landing gear are invisible andd probably some other effects. What files must I move for this to work? ASlso all of the FSX Blue Angels D model jets have a black(no cockpit) Cockpit. And the Microsoft FA18's are showing a place but are not visible at all.
Im figuring if I can start off with a working model then maybe the rest will fall in place.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on August 05, 2015, 11:46:58 am
Hello whiteside,

both FSX FA-18C and CS FA-18D models will work fine, in P3D v2. The only thing to consider is that some LEX vapor and afterburner effects may not look as nice as in FSX or P3D v1.4, but that is just me ranting.

In order to properly transfer all that is needed to the new sim from you old FSX just copy the following folders, WITHOUT replacing stuff from the new sim (P3D v2 in you case) in case duplicates are present. Just go to the main folder of you old sim and copy the following folders: effects, fonts, gauges, simobjects and sound.
This is a simple approach. You could also look into each of these folders and copy only the necessary files for each airplane that are needed, if you know what to look for.

Note: Before you mess up your original P3D v2 installation, make a backup, e.g. zip the entire folder to an other hdd, so you can easily revert in case something went wrong.

In case you have A2A or FSUIPC stuff present you need to copy the content of your old modules folder too and register these addons in AppData>Roaming>Lockheed Martin>Prepar3D v2 under the dll.xml and exe.xml the same way as you did for your old sim.

An other approach is that you can create a dummy FSX folder, with an fsx.exe present and pointing Xload to that specific folder, where all its stuff will be placed. Than simply copy everything you might need from that dummy folder to your P3D v2 locations and it should work too. This is the way I usually prefer to do it, so one can actually control what is copied by the addons.

Additionally, in case you want to brush up your german language skills, you can find a very good artice on how to install addons without FSX present here, the best I found on the web so far, very detailed showing some very nice hints:
http://simmershome.de/prepare3d-ohne-fsx-mit-allen-fsx-addons-betreiben/
Mainly it is done by creating links to files and folder from FSX to the new version P3D or P3D v2. It will give you also a good understanding how addons are placed within the sim.

Hope this is of some help, Peter
Title: Re: New FSXBA Hornet
Post by: whiteside on August 05, 2015, 04:08:22 pm
Hello whiteside,

both FSX FA-18C and CS FA-18D models will work fine, in P3D v2. The only thing to consider is that some LEX vapor and afterburner effects may not look as nice as in FSX or P3D v1.4, but that is just me ranting.

In order to properly transfer all that is needed to the new sim from you old FSX just copy the following folders, WITHOUT replacing stuff from the new sim (P3D v2 in you case) in case duplicates are present. Just go to the main folder of you old sim and copy the following folders: effects, fonts, gauges, simobjects and sound.
This is a simple approach. You could also look into each of these folders and copy only the necessary files for each airplane that are needed, if you know what to look for.

Note: Before you mess up your original P3D v2 installation, make a backup, e.g. zip the entire folder to an other hdd, so you can easily revert in case something went wrong.

In case you have A2A or FSUIPC stuff present you need to copy the content of your old modules folder too and register these addons in AppData>Roaming>Lockheed Martin>Prepar3D v2 under the dll.xml and exe.xml the same way as you did for your old sim.

An other approach is that you can create a dummy FSX folder, with an fsx.exe present and pointing Xload to that specific folder, where all its stuff will be placed. Than simply copy everything you might need from that dummy folder to your P3D v2 locations and it should work too. This is the way I usually prefer to do it, so one can actually control what is copied by the addons.

Additionally, in case you want to brush up your german language skills, you can find a very good artice on how to install addons without FSX present here, the best I found on the web so far, very detailed showing some very nice hints:
http://simmershome.de/prepare3d-ohne-fsx-mit-allen-fsx-addons-betreiben/
Mainly it is done by creating links to files and folder from FSX to the new version P3D or P3D v2. It will give you also a good understanding how addons are placed within the sim.

Hope this is of some help, Peter

Thank you for all of that. I tried making a dummy FSX but XLOAD wont see it. C:\Program files(x86)\Microsoft Games\Microsoft Flight Simulator X\fsx.exe
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on August 05, 2015, 04:15:05 pm
Try placing the fsx.exe into dummy folder, and if that does not work try additionally creating registry entries for your dummy fsx folder. See attached zip below. Just change paths to your dummy folder.
Title: Re: New FSXBA Hornet
Post by: whiteside on August 05, 2015, 04:57:04 pm
Thank you,
Let me take this back a few steps. On the Newest version of the Jimis FXBA FA18C, what do you name the folder in SimObjects that you insert all of the FXBA 15.2 files into? Also, will you point me to the direct link for the latest C model version of this aircraft?
Thank you.
Maybe going back to start will rectify this sim connect error then I will work on installing the basic CS D model.

Title: Re: New FSXBA Hornet
Post by: whiteside on August 05, 2015, 08:24:38 pm
Ahh, I see it on Page 38. Version 15.2.
Is that the latest?

On the D model, I assume you install the CS D model then install the NH version?
Getting closer!
W
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on August 05, 2015, 08:49:15 pm
You can find Jimi's latest FSXBA New Hornet (NH) version here:
http://www.fsdreamteam.com/forum/index.php?PHPSESSID=5igml7o8t6atmkmepmte2oadm4&/topic,6944.msg87630.html#msg87630
This version will need a patched Autoflaps.dll which goes in the folder Panel.Fleet within the FSXBA main folder. You can find it reading the forum a few posts down from there.
Copy the FSXBA version into SimObjects>Aircraft folder. Copy contents of FSXBA's effects folder into the sim's main effects folder.

Jimi has not yet officially released a working D version model. Some earlier versions like FSXBA2014 FLT14.8 contain D version models but have issues showing blue cockpit textures.
These have been fixed later by trial and error with the help of some members of this forum. You can find a working derivative/mod of the FSXBA version both for C and D version models here:
http://www.fsdreamteam.com/forum/index.php?PHPSESSID=5igml7o8t6atmkmepmte2oadm4&topic=10839.0

Mods for FSX (C version) and CS Xload (D versions) are also present. Readme's will tell what goes where. Note: The NH mod is a further development of Jimi's current FSXBA 15.2 version and will have a different naming and folder structure, so you can run them both side by side for compariosn if you like to.
Title: Re: New FSXBA Hornet
Post by: whiteside on August 06, 2015, 04:12:38 am
Thats fantastic info.
Thank you
Title: Re: New FSXBA Hornet
Post by: Kea on August 06, 2015, 11:27:24 am
Right folks, version 1 NSAWC pack of eight up now for you:

https://drive.google.com/open?id=0B_KeMXMmL3b3NHA4MGhhWjFOZHc

Many thanks to Peter for helping me with the last-minute fixes, would've taken ages for me to find those bits!

Package includes two F/A-18B's (00 and 02)...

(http://i1119.photobucket.com/albums/k635/Kea20/00_zpsktertuul.jpg)

(http://i1119.photobucket.com/albums/k635/Kea20/02_zpsn7dlf9nn.jpg)

And six F/A-18C's (22 before it got it's blue coat, 25, 26, 27, 31, 32)...

(http://i1119.photobucket.com/albums/k635/Kea20/22_zpsxdlgjrrn.jpg)

(http://i1119.photobucket.com/albums/k635/Kea20/25_zpsevmb0s6w.jpg)

(http://i1119.photobucket.com/albums/k635/Kea20/26_zpsppql50uh.jpg)

(http://i1119.photobucket.com/albums/k635/Kea20/27_zpskurthluj.jpg)

(http://i1119.photobucket.com/albums/k635/Kea20/31_zps0ueaghpa.jpg)

(http://i1119.photobucket.com/albums/k635/Kea20/32_zps9ddqikno.jpg)

There's bound to be some minor details to correct in the future, but I'm a bit tired at this point so am releasing as is. If you find any issues please let me know. Might try painting up number 30 at some point too - that's the one in the Iranian-type camo, but we'll see... gotta go do some flying now, been too long painting!

Enjoy.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on August 06, 2015, 09:09:26 pm
Thanks Kea, much appreciated!
Textures look great! Can't wait to give them a spin around the block, so to speak.
Peter
Title: Re: New FSXBA Hornet
Post by: whiteside on August 07, 2015, 03:48:24 am
Went back to FSX with 15.2. WOW what a great flying jet!
Even with the Field Bypass switch to FIELD, I cannot get the AOA Indexers to stop flashing. Also I cannot display any ILS data on the HUD even though it shows on the STBY GYRO.(I'm putting plane at a field that 30X is the ILS freq. and I'm selecting ILS on RT DDI.

ANY IDEAS?
Thanks for all of your hard work!
Will
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 07, 2015, 08:16:40 pm
I've found that entering an ILS requires, normally you input the actual frequency on the UFC, not the TACAN number. 113.50, for example, not 35Y or whatever. And I normally enter the entire frequency, all the digits, or confusion can follow. 112.00, for example. If you only input 112 on the keypad, you 112X, not 57X like it should be, so you need 112.00 entered to get the right result.
You also need to make sure that you bring up the HUD Control panel (SHFT+2), and click the button near the upper end, just below the GUNS Controller, that's attached to the top, right side to activate the ILS Needles.
I don't know about the AOA flashing, mine doesn't in FIELD...
Hope that helps a little bit...
Pat☺
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 08, 2015, 08:37:14 pm
By the way, a question for all you pro's at making carrier traps: I've noticed the "ball" is hidden by the HUD's combining glass frame during the "in-close" portion of the final approach to touchdown. Is there a way to work around this, or is it irrelevant at that point? I know how to slide the view-point sideways, but I'd rather avoid that if possible. I've taken to going to the 2D cockpit view with the HUD on and the carrier landing gauge up (shft+6). Switching to it is easy enough, but again, I'd rather stay with the 3D or VC cockpit. Along those lines, the AOA gauge doesn't show up when I hit shft+6 in the 2D cockpit view. it's line in the gauge window is identical to it's line in the VC cockpit, but nothing. It's as it came default so I'm wondering if maybe a texture call-out of some kind is missing, maybe? I don't know. I've tried every thing i can think of, and I thought I was decent at panel stuff, but this has got me stumped. All I get is a black box at the bottom of the screen. May be a hint, I don't know.
I've seen this work properly in Sludge's Hornet, but, although the line in the Carrier Landing Gauge's window section, still no luck.
Any help at all will be greatly appreciated indeed!
Pat☺
Title: Re: New FSXBA Hornet
Post by: Ah-Menace on August 09, 2015, 01:16:09 am
Hey Fellas,
    Sorry guys I've been lazy about releasing the Blue Angels Textures I've done,enjoy! https://drive.google.com/file/d/0B7tS8Q9vucc0bVFWVVZXX1lKSEU/view?usp=sharing
Title: Re: New FSXBA Hornet
Post by: Ah-Menace on August 09, 2015, 02:03:01 am
O and here's the Cockpit Textures again...https://drive.google.com/file/d/0B7tS8Q9vucc0MzVIZTNOOVgxVUk/view?usp=sharing
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on August 09, 2015, 12:38:41 pm
'phantomtweak' you do not see me on this forum so much now that I have stopped flying in FSX Accel (or Prepar3D). However go back a few years and you will find a bunch of excellent SLUDGE posts about this and other carrier landing issues with the SLUDGE Hornet and any addons (search function is good here). I'll not bore you with why I am no longer using any FlightSims but it must be acknowledged that FSX - however modified (often very well to make it useful indeed) - is still not a carrier landing simulator as such. There are many limitations. Some may not notice because as we can imagine that is all they know - so be it and I wish them well and I'm am always impressed by the level of dedication and commitment by people here to making 'carrier landings work for the Hornets'. BZ

On other forums I have tested FSX (and earlier) A-4 Skyhawks (since the beginning really) but always always always the damn view is obscured by all the metal in the front window. In real life it could be ignored whilst the view through the left curved part of the front windscreen was excellent for 'meatball, line up and airspeed ' (Opt AoA). However the bad view could not be overcome in any flightsim.

I have forgotten how to answer your specific question however in the 'SLUDGE times' with his help work advice the extra IFLOLS made carrier landings doable in my view/experience. Otherwise the ordinary view is not really good enough at a mile and a half but one can adjust somewhat. I have read USN LSO advice to 'freeze' (so to speak) with what one has over the ramp but that may not be good enough advice for the quirks in FSX.

Really practice practice practice is what makes it work. Where does one practice? FCLP at least at dusk. Expecting to carrier land with minimal experience - even in a Flight Sim - is a stretch too far IMHO.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 09, 2015, 08:20:53 pm
Practicing I have been, Mr. Sinbad :D Day in, day out, night and day. Honestly, it's easier for me to do FCLP T&G's at night. Less external distractions I guess. Your idea of adding the "ball" to the cockpit never occurred to me, but I bet it'll work as a solution to my trouble. Or just go to the 2D cockpit, which is nothing but the HUD. I can add the IFOLS to that too, but it seems redundant as there's no obstruction then.
I understand your...ummm...descision not to "fly" FSX (or anything else) any more, at least for carriers work, as you wore the Wings of Gold in the real world, flying the A-4. I don't blame you, but your advice has been invaluable for a guy that had a stupid attack many many years ago that ruined his chances ever to fly the real thing, but always wanted to (me, that is). This is the closest I can ever get to "the real thing" now, so I'll take what I can get :)
By the by, did I mention that 1) my I level Radar shop worked on the A-4's of VMFAT-102, and that 2) I met my wife when she was decocooning one of them that had gone to Davis Monthan for mothballing after 102 was shut down during the AV-8 transitioning, and was returned for static display at Yuma's front gate along with the F-4 that was there. She was on the nose, forward of the windscreen, facing up, and I drove a tug from VMFAT-401 (who I worked for when I got out) past about 15 or 20 times. She had (and HAS) a very cute tushie, IMO. With her straddling the nose that way, well it was a sight for sore eyes, as they say :D
Scary thing about that A-4, too. It still had a partly filled LOX bottle in it when the revamp team (including my now wife and led by her father) got hold of it. Needless to say, my now father-in-law (a former Master Chief) really turned loose about that on a few people! As my wife says, he went into Master Chief mode...It was kinda educational, actually, to listen a few choice things he managed. Long as it wasn't directed at ME. Hasn't been yet, thankfully!
Thanks again for the help!

Mr. Ahmenace, thanks very much for your hard work! you make very good textures, and your cockpit textures are great.

Have a great day all!
Pat☺
Title: Re: New FSXBA Hornet
Post by: whiteside on August 10, 2015, 11:33:44 pm
Guys, a couple of things...
1. Are you able to get needles on the hud for the ILS to any ship? HOW of so? I used to be able to get the NIMITZ ILS to come up on 57X but not since I installed 15.2. What am I missing?
I am spawning this in TAcPack and Ive tried the freq that is programmed there for the ILS and the TACAN freq but to no avail. USS Enterprise by DSB as well.
I am selecting ILS on the Right DDI.

2.In response to SpazSinbads post above, what if we had a popup window that always showed us the ball?Didn't we used to through the French carrier website?


I cant believe how well this aircraft flies.

Thanks for the suggestions in advance.
Will
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on August 11, 2015, 12:44:43 am
'whiteside' and others. It has been awhile since I have used FSX etc. However as I recall when using the SLUDGE Hornet and other stuff perhaps? it was possible to have the IFLOLS in the main window (it could be positioned where ever convenient) usually on the left because that is where one looks after crossing the wake. Having the IFLOLS in view all the time for carrier landing work made it all possible IMHO. It is possible for straight in approaches to do without it but then a lot of practice required to know what to look for from a distance until things become more clear close in. A lot of the view depends on the screen / resolution and capabilities of video card etc. Videos/JPGs must be on this forum showing what I have described. Here is a great video from 2011 - the IFLOLS standalone (as well as AoA) seen at 3m 30sec.

This is one of many posts from the past which may be helpful (especially the Dante Light Fix?): http://www.fsdreamteam.com/forum/index.php?topic=8490.msg0

JPG is from 'GOONIE' from last URL above. Then there is a real HUD view of what it looks like.

[ Invalid YouTube link ]
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on August 11, 2015, 01:47:47 am
JUST the IFLOLS portion of the much longer video above is here now: [because I used the intro to 'TUSK' as a sound track the sound is MUTED by Ubend]

Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 11, 2015, 07:33:37 am
GO USC MARCHING BAND!!

I am from the Bay Area and used to watch the Stanford home games (I lived very close to the stadium/campus) from a hill near the stadium. But I always loved TUSK. Just something in the beat kinda grabs me.
Thanks for the post :D

Quote
1. Are you able to get needles on the hud for the ILS to any ship? HOW of so? I used to be able to get the NIMITZ ILS to come up on 57X but not since I installed 15.2. What am I missing?
Mr. Whiteside, the correct frequency is 111.00 for the majority of the carriers. I believe that gives a TACAN # of 47X, but you have to punch it into the UFC as 11100 ENTER. If it doesn't shor for a particular boat, you can also try 112.00, 113.00 or 114.00 Those are the ship freqs programmed into Javier's "new" hud included with 15.2 . You must also select the ILS button to ON (upper light lit) on the HUD control panel (SHFT+2). Even for the DDI, I think. Maybe just CTRL+F. I'll double check.

Quote
2.In response to SpazSinbads post above, what if we had a popup window that always showed us the ball? Didn't we used to through the French carrier website?
There is an IFOLS standalone gauge that I believe you can add into any aircraft as a pop-up window. Give me till tomorrow 1500 PST and I'll dig it up for you. I have it, just what it's called and where I got it...well...I've slept since then :D
Edit: found it! it's included in this bunch by Mr. Barengedt of numerous gauges fame. I trust you know how to add a pop-up to a panel. If not, let me know and I'll write up a quickie "Hot-to". http://www.flightsim.com/vbfs/fslib.php?do=copyright&fid=109390 (http://www.flightsim.com/vbfs/fslib.php?do=copyright&fid=109390) PSB

Good flying, and give Peter's NH version a try, if you like the 15.2. He took the 15.2 and improved it, IMO, so it flies even better! It's an ongoing effort by all concerned though. I understand Jimi and Orion are coming out with an improved version, including an FCS as close to the real world FCS software as is possible to get in the Sim. I can hardly wait!
Pat☺
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on August 11, 2015, 09:06:03 am
61 second TUSK intro .FLV (sound file) attached - only for the sound - necessarily the PDF audio is embedded. Why PDF? Sound/Video formats cannot be uploaded here. The PDF graphic shows a view of the IFLOLS & AoA gauges. JPG is the PDF page. Use latest version of Adobe Reader suitable for your operating system. http://get.adobe.com/reader/otherversions/

Now the '61 second youtube' video at 7Mb is on OneDrive: http://1drv.ms/1MZZDiY
Title: Re: New FSXBA Hornet
Post by: whiteside on August 12, 2015, 05:51:24 am
Fantastic info to both of you! I have tried 111.00 for all carriers to no avail.
I cant wait to test the other freqs!
Thank you, I dont know how to add that gauge.
WW
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 12, 2015, 06:53:41 am
Mr. Sinbad,
Thanks! I saved that PDF and when I cranked the sound and played it, my lovely wife magically appeared with a big smile. She likes it as much as I do  :D
As they say, "Happy wife, Happy life".

Mr. Whiteside,
The 111.00 is for the AICarrier versions of the carriers that move, particularly Javier's Nimitz package in AICarriers.NET. If you are using premade stationary carriers, or even the default FSX carriers, things are totally different. The premade, downloadable, but stationary, carriers all have their own frequencies, usually specified in the .zip file read-me someplace. I don't know that the default FSX Acceleration carriers even have ILS freqs on them.
Personally, I stick to Javier's Nimitz. I get to open water, place the boat, tell it to "GO", and practice traps till I'm blue in the face, as the saying goes. Lately, I've been working FCLPs in Coupeville, flying out of and back to Whidbey, using the course rules and such. I can get 13-15 bounces in a 2 hour session. I seem to be improving too! Slowly but surely. And don't call me Shirley :D  :-*
Just making sure, are you turning the ILS needles "ON" using the HUD control panel? They don't show on the right DDI that I can see, but they DO show on the HUD. You also get the steering arrow and "range to TCN station" readout, ILS needles on OR off. I didn't think to try calling the HUD up on the DDI, however. I'll do that tonight, and report back later..
Pat☺.
Title: Re: New FSXBA Hornet
Post by: Paddles on August 12, 2015, 07:11:25 pm
The 111.00 is for the AICarrier versions of the carriers that move, particularly Javier's Nimitz package in AICarriers.NET. If you are using premade stationary carriers, or even the default FSX carriers, things are totally different. The premade, downloadable, but stationary, carriers all have their own frequencies, usually specified in the .zip file read-me someplace. I don't know that the default FSX Acceleration carriers even have ILS freqs on them.

Ok, guys
Let me to dispel one common (and huge) misconception - there is NO ILS/TACAN on FSX carriers, either moving or stationary. None. Whatsoever. Any FSX carrier is just an object, like a car or a building. It is passive and dumb, which means it can not act or move on its own. Such entities like ILS or TACAN exist only in XML gauges, attached to your aircraft's panel.
If you take your Hornet's gauge and strip away a part of it, responsible for carrier stuff, then you won't see any ILS needles or TCN readouts on your HUD, whatever frequencies you try. This gauge, originally created by Neutrino and then slightly modified to support other carriers, detects a carrier and determines its type, then 'sets' ILS and TACAN parameters and then computes the carrier's position relative to your aircraft (i.e. the distance, lineup and glideslope deviations etc). So, this data allows the gauge to draw ILS needles on the HUD.
That's it.

FYI. Here are some 'default' frequencies assigned to FSX carriers (in the Hornet's gauge):
111 - CVN68 Nimitz (Acceleration)
112 - CVN68 Nimitz (Javier's )
113 - R98 Le Clemenceau

AFAIK, the same frequencies are used in Dino's F35, F14 and T45C panel gauges.

Hope this helps
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 12, 2015, 08:25:23 pm
I apologize for the misleading information, Paddles. You are 100% correct, of course. I get so used to having the HUD tuned in to whatever carrier I am landing on, it SEEMS as though it has ILS on it. I realize they don't, it just SEEMS like it, and really, effectively acts like it too, thanks to the HUD provided by Mr. Jivko Rusev and included by Jimi in his Hornet.
I also apologize for misnaming the HUD's maker as Javier, of the Nimitz package fame. I am absolutely terrible with names for some reason.
What was my name again....my license is around here someplace...  ??? ??? ???
 ;D
Pat☺
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 13, 2015, 01:52:08 am
By the way: Mr. Whiteside:
you can read all about the gauge and how to install it into a plane's panel (Any plane) in this thread: http://www.sim-outhouse.com/sohforums/showthread.php?88626-FSX-Acceleration-IFLOLS-gauge-zip (http://www.sim-outhouse.com/sohforums/showthread.php?88626-FSX-Acceleration-IFLOLS-gauge-zip)

Does that help any??
Pat☺
Title: Re: New FSXBA Hornet
Post by: Azframer on August 13, 2015, 05:10:07 am
Paddles correct me if I am wrong but there are some carriers that are added like scenery, I downloaded one for Pensacola area and if I am not mistaken those have those as well. Waiting on word from my daughter online or I would have checked.

 KNPA_CV69 Carrier Scenery (Category: FSX > Scenery)
Zip file preview
15.91Mb (7227 downloads)
Update for Pensacola NAS Carrier Trial Scenery. This is Javier's CV-69 Carrier for Multiplayer with working Meatball, Lights, ILS, GPS and Trap. You need the included ARRCAB 2.6 Software for Catapult! The Ball is slightly off center to make it visible in front of the non reflecting Radar Random! Special thanks to Timothy Marson for making a Scenery Object with Javier's Carrier. So I was able to use it instead of the Acceleration Carrier!
http://simviation.com/1/search?submit=1&keywords=Pensacola&categoryId=&page=1&filename=


Rick
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 13, 2015, 07:51:32 am
Yes that has the ILS and BCN, but it is a stationary object, like a regular airport with a really short runway :D
The moving carriers in AICarriers can't have their own ILS system like the stationary ones, so Mr. Rusev made the mod to the HUD to "put" one on them by using a gauge XML file.
I does ACT like they have them though...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Paddles on August 13, 2015, 07:59:36 am
Pat's answer is correct. I'll just try to be a little bit verbose...  ;)

...there are some carriers that are added like scenery

Rick, the key word here is 'scenery'. This means that these carriers are not ships, but parts of a scenery. Using a utility named ADE (Airport Design Editor) one can add some airport-specific stuff to any scenery - ILS, DME etc. This approach was used by the authors of this pack, too.
In FSX scenery objects are not the same as ships, even they look alike. For example, scenery ships don't have hard decks or catapults. That's why the included readme specifically states that: 'You can't START on the Carriers, you'll end up in the water'. It also suggests using Arrcab utility to implement working catapults.
Title: Re: New FSXBA Hornet
Post by: whiteside on August 14, 2015, 06:20:06 am
Great Info! I will dive into it this weekend!
Thank you.
Will
Title: Re: New FSXBA Hornet
Post by: Kea on August 14, 2015, 08:50:52 am
Ok

I've done NSAWC 30 (Persian scheme). Had to alter the real camo pattern a bit just to make the mirrored bits on the wings work (I had to do this with the other NSAWC paints too):

(http://i1119.photobucket.com/albums/k635/Kea20/30_zpsehq9irof.jpg)

You can get the texture folder ONLY for NSAWC 30 from here: https://drive.google.com/open?id=0B_KeMXMmL3b3dk5mOG5DN3JtU0U
Or download the entire NSAWC pack which now includes the repaint for 30 here: https://drive.google.com/open?id=0B_KeMXMmL3b3dk5mOG5DN3JtU0U

Have also done three aircraft of the TUDM (Royal Malaysian Air Force). They fly a bunch of F/A-18D's in a pretty slick dark grey scheme:

(http://i1119.photobucket.com/albums/k635/Kea20/tudm_zpsavuz8lvv.jpg)

You can get the three texture sets for the Malaysian birds (M45-02, M45-04 and M45-07) from here: https://drive.google.com/open?id=0B_KeMXMmL3b3dkthaHlack1RUVE

Enjoy the weekend!
Title: Re: New FSXBA Hornet
Post by: skyhawkmlt on August 14, 2015, 12:09:09 pm
what's the latest version of FSXBA F-18 Blue Angels clean version, and could you link me to it?
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 14, 2015, 09:00:09 pm
I believe it's the 15.2, located on page 38 of this thread, here: http://www.fsdreamteam.com/forum/index.php?PHPSESSID=5igml7o8t6atmkmepmte2oadm4&/topic,6944.msg87630.html#msg87630 (http://www.fsdreamteam.com/forum/index.php?PHPSESSID=5igml7o8t6atmkmepmte2oadm4&/topic,6944.msg87630.html#msg87630)

Hope this helps...
Pat☺
Title: Re: New FSXBA Hornet
Post by: skyhawkmlt on August 15, 2015, 11:46:52 am
That's the fleet version, I want the clean version without pylons which is the Blue Angels version
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 15, 2015, 07:21:31 pm
Aight Gents,

Here's the latest on the project that ORION and I have been working on.  It's come a long was and I personally can say I am proud with its progress.  As usual with this thing, IT'S STILL A WORK IN PROGRESS.  

Training Version: https://drive.google.com/file/d/0B3So3WwTLPRZRkhkcF9EOTNTZG8/view?usp=sharing
A-A Version: https://drive.google.com/file/d/0B3So3WwTLPRZT0YtU2twWXFacjg/view?usp=sharing
A-G GBU Version: https://drive.google.com/file/d/0B3So3WwTLPRZV0lEZ3l4NnpfMEU/view?usp=sharing
A-G Maverick Version: https://drive.google.com/file/d/0B3So3WwTLPRZc1psUy1kVVg5TVk/view?usp=sharing
A-G Zuni Version: https://drive.google.com/file/d/0B3So3WwTLPRZYUIwSE80elVOd2c/view?usp=sharing
Clean Version: https://drive.google.com/file/d/0B3So3WwTLPRZQ3RYeTdPdWhrMVE/view?usp=sharing
Blue Angel Version: https://drive.google.com/file/d/0B3So3WwTLPRZZ3NlU3B5Zzc4SEk/view?usp=sharing

I've uploaded this one in modules based on weapons loadout to save HHD space.  With the exception of the BLUE ANGELS version, you will at least need to download and install the TRAINING version in order to get any of the other versions to work.  I DID NOT INCLUDE THE 2-SEATER MODEL AS I AM CONCENTRATING SOLELY ON THE SINGLE SEATER RIGHT NOW

Few things to keep in mind with this version
-Proportional Integral (PI) Controllers used on all three axis for flight control.  They can be tweaked by changing the values in the section just under "Flight Tuning".  The section is titled "Hornet FCS".  WARNING- Be very careful when changing these values as they can significantly alter the flight characteristics and stability of the aircraft.

-The pitch logic is Pitch Rate commanded below 230 KTAS, and G commanded above 390 KTAS.  A Pitch Rate/G hybrid exist in between those speed ranges.

-In Up and Away (UA) mode, Pitch Rate and AOA blending occurs between 22 deg AOA and 35 deg AOA.  At 35 deg AOA and beyond, pitch input solely command AOA.

-In Powered Approach (PA) mode, Pitch Rate and AOA commanded are blended based on the amount of flaps deployed.  Full AOA command occur when Training Edge Flaps (TEF) are at 45 degrees .

-Trim now works in the aircraft in both PA and UA modes.  
     -In UA mode, trim controls the baseline that the aircraft auto trims to once stick is released.  
     -In PA mode, trim controls the hands-free AOA that the aircraft will trim to once stick is released.  
     -The trimmed AOA is shown on the lower right side of the HUD once the gear is lowered.  Jet has to be in PA mode* for trimmed AOA to work.

-Flight controls will not work if hydraulic pressure is below 1500 psi and/or APU is not turned on.

-Still working/tweaking Automatic Throttle Control (ATC).  It will work, but has trouble when AOA trim value is changed in PA mode.

-G Limiter tends to get saturated with full aft stick around 280-230 KIAS.  Expect around 8.5 max G in that range.  Still working on that.

-Slight residual roll and/or rudder twitch has been noticed at times throughout the flight regime.  Still working on resolution.

-Having trouble getting the smoke gauge to work properly on the Blue Angel Variant.  Working on resolving.

-Jet handles differently around the pattern due to FCS working to keep the jet at trimmed AOA.  Proper power management will be required in order not to "fight the jet".  Nose will rise with power additions and sink with power reductions.  Advise around 90-91% N2 during downwind leg and 180 turn.  Approx. 85% on approach.

*PA Mode = Below 250 KTAS, flaps HALF or FULL

Sorry I was not able to integrate all of the great textures out there that have been created over the course of developing this jet.  File size became just too large.  Will be re-evaluating and re-selecting upon final release though.

Putting the final touches on a manual to better explain things.  Will be published shortly.

As usual feedback and thoughts are welcomed and encouraged.

-Jimi
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 15, 2015, 08:49:05 pm
At last! The day has arrived that THE plane is out! Thank you Jimi, I've been waiting for this. Testing will commence immediately, if not sooner :D
Thanks for the post!
Pat☺
PS: Why are some of the versions (Clean, for example) not "clickable"? The Training version is the light blue color of a "clickable" URL address, but the Clean version and others are just the regular black of normal text (not a "clickable URL link", in other words). Just curious...
PSB☺
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on August 15, 2015, 09:46:59 pm
Perhaps too many spaces in this forum signifies something that kills the URL - URLs below have only ONE space between : & URL

Training Version: https://drive.google.com/file/d/0B3So3WwTLPRZRkhkcF9EOTNTZG8/view?usp=sharing

A-A Version: https://drive.google.com/file/d/0B3So3WwTLPRZT0YtU2twWXFacjg/view?usp=sharing

A-G GBU Version: https://drive.google.com/file/d/0B3So3WwTLPRZV0lEZ3l4NnpfMEU/view?usp=sharing

A-G Maverick Version: https://drive.google.com/file/d/0B3So3WwTLPRZc1psUy1kVVg5TVk/view?usp=sharing

A-G Zuni Version: https://drive.google.com/file/d/0B3So3WwTLPRZYUIwSE80elVOd2c/view?usp=sharing

Clean Version: https://drive.google.com/file/d/0B3So3WwTLPRZbGdDbTJmZ1ZIb28/view?usp=sharing

Blue Angel Version: https://drive.google.com/file/d/0B3So3WwTLPRZZ3NlU3B5Zzc4SEk/view?usp=sharing
Title: Re: New FSXBA Hornet
Post by: Azframer on August 15, 2015, 10:29:34 pm
Aircraft selection screen all the clean version show blank no planes. Just giving you a heads up Jimi.
Thanks for all you do.

Rick
Edit: Let me clarify, when you sellect the planes and you go and try to fly it is blank, no plane showing.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 16, 2015, 06:42:50 am
Thanks, Mr. Sinbad! That fixed it!

Pat☺
Title: Re: New FSXBA Hornet
Post by: BAnthonyH on August 16, 2015, 01:58:53 pm
I've only tried the BA variant and I found a few issues.
The pilots helmet and head is black, I lost the vapour from high G manoeuvres, the elevators stay down, smoke comes from the engines like if I was to press the smoke button continuously every 1 second, after burner affect doesn't appear when throttle is at full AB probably only between 80-95%
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on August 16, 2015, 02:10:55 pm
Hi Jimi,

thanks for the updates, can't wait to give them a try when I will be finished with my scenery installations.

I noticed that the growing number of texture schemes and size of the project has become an issue. You might want to try 7zip instead of zip or even winrar. Especially concerning textures it has a much better compression ratio than any other alternative. I use compression level Ultra and LZMA as compression method, these gave the best results when packing the over 140 texture schemes for the FS and CS version mods. In this case it usually reduces overall size down to 7% of its original size!
Additionally, you might want to consider downsampling texture size, as I did, which will only have a neglectable impact on perceived visual quality and is beneficial to overall FPS as well.

Best regards, Peter
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 16, 2015, 02:53:22 pm
Everyone,

Thanks for the quick feedback and my apologies for some of these rookie mistakes/problems such as the links and aircraft not showing up.  I'll try to fix as soon as possible.  Figured it's been long enough and wanted to at least get something out to you guys.

BAanthonyH,

Thanks for the inputs.  I concur, for some reason, I am having some issues with the effects on the BA variant.  Didn't have too much time yesterday to T/S before releasing but will dig back into things tomorrow evening if I get the time.  The head and helmet sounds like an easy texture fix.  Thanks for the feedback.

Peter,

Thanks for the heads up on 7zip, I remember ORION telling me about it as well.  Guess it takes a while to break old habits.  I'll be sure to implement next go around.

Azframer,

Thanks for the input.  I'll check it out once I get back.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 16, 2015, 08:38:46 pm
I use 7Zip with the same settings Peter recommends, for both zipping things and unzipping, and it works perfectly for me.

I sure appreciate the posting of the new version. I DL'd thhe Training version so far, but eventually I will have them all! MUAHAHAHA!!! Ahem....

Sorry, got a little carried away. I posted my thoughts on it in the wrong thread, I fear, and I apologize. I'll move them over here somehow if you want.
Thanks again! I realize it's a work in progress and will be for a few year, I am sure. I am just enjoying the heck outta what' available so far :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 16, 2015, 11:35:49 pm
Today's fight testing:
I focused mainly on doing bounces at Whidbey Is. The main runway, 136. No weather. I am trying to get used to the pitch trim/AOA system in the PA regime, and I am slowly getting it. I like it too, may I say. I get the throttle set, and this version has slower speeds in the approach than it used to, let it settle into the correct AOA/airspeed for my weight, and set the trim to about 8.3 on the HUD. Then just play throttle for the correct VS for the AOA. It holds the AOA perfectly, too. At least for me, of course.
I still have trouble adjusting to the roll rate, but I'm adjusting. Once I get landings down, I'll start FCLP's again. I didn't go any higher than 2,000'MSL the entire flight, so the engine power and fuel flow weren't any trouble, although the FF is higher on the Engine page of the DDI than the older versions. I will do High altitude, high AOA maneuvers this evening.
I DID notice the plane needs more aft deflection of the stick in a turn to maintain a constant altitude during turns, than previously, whatever flight regime I am in, and more throttle to maintain airspeed, attitude, and altitude during a turn. Obviously, the greater the bank angle, the more stick and throttle, so to speak, are required, all higher than previously, although this may be correct, and the older version incorrect. I just don't know.
As to the panel.cfg file: I haven't changed anything on it yet, other than the night colors but that's personal preference. I do have a few questions, though. I can't get [window06] (Shft+7), the FCS Data gauge, to display. VC or 2D cockpit. Is there anything I can do to fix this? May I ask why gauges 39, 41, and 55  in [VCockpit 01] are commented out? Just curious on those. May I also ask why almost all the effects gauges in the BA version are commented out, but included in the others? Again, curiousity.

I know, I can be awfully nosey. If anything is none of my business just let me know. I am trying to as honest as I can. I am no test pilot, or even all that good a Hornet pilot, IMO, but I sure am trying to get better :D
Just as I was learning the NH, yours pops up, and away I go again! Honestly, I love it!
Thank you again for letting us play in your yard, so to speak :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 17, 2015, 04:48:36 am
Hey Pat,

Thanks for the feedback.  Fuel flow might be higher, but tried my best to match up per Avg Joe's info.  More deflection is probably do to the turn coordination of the jet with the rudder.  As for the FCS Data gauge out of the jet to minimize a hit on frames.  It was primarily there to tweak the PI Controllers. 

My memory is not that great, I will have to look and see what gauges 39, 41 and 55 are.  The BA version is "streamlined", meaning most of the special effects have been removed, to minimize the impact to computer/network performance while flying multiple jets in close formation in multiplayer.

Thanks again for the input.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 17, 2015, 07:03:48 am
Sorry I made my first post on this plane in Peter's thread. I made a boo-boo, but I'll stick to this one  now :D
I wanted to mention that while I need more stick deflection per bank angle, the plane does seem to make tighter turns. What formerly took 40 to 45° bank angle now only takes 30°, if that. Very nice indeed! I like it a lot :) I am thinking better rudder trim XML gauge/PID controller.

Gauges list, in order: 39 is FX!Smoke, 41 is FX!Lights, and 55 is  Weapons!FA-18C. I am going to guess that the Weapons is for TacPac, Smoke and Lights are to reduce frame-rate hits, not needed, there was a better way, or taken over by another gauge.
Thank you very much for taking the time to answer all my nosey questions. Curiosity will kill me yet :D
Now, on to tonight's High Altitude, High AOA flight! More to follow :D I want to test what i know to test before changing ANYthing LOL!
Loving the plane so far, though. You and the guys are amazing!
Pat☺
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 17, 2015, 11:02:09 pm
Ok, last night and today's flights:
Last night, Hi altitude work with both low and high AOA maneuvers. I haven't adjusted the fuel flow yet, but if you say it's more realistic than previous, that's fine, I'll leave it be. I will even leave the thrust vs N2 and altitude settings alone. For now. I need to read up on that again anyway. The FSDeveloper's forum has some really spectacular info on how the sim does what it does with Jet engines.
Today, I did bounces at Coupeville in the Training version. Mr AzFramer is right, no plane displayed for any of the Clean version, and I get a message that "The Model Cannot Be Displayed". I'll look later, maybe I can fix it maybe not. I'll see. 10 bounces in all. Great practice. I DID change the Aileron line in the PI Controller settings in the aircraft.cfg  file to lower the aileron deflection slightly vs stick deflection, rather than adjust the Control Sensitivity in the Controls menu. I dropped it to 1.70 vs 1.75 (default). That was too low, so I slowly increased it to 1.735, which seems pretty close to how, from what I know of it, which admittedly is minimal, seems to me to be a fairly realistic setting. I don't flip inverted by deflecting the stick 1°, at least. The problem seemed worst during the PA regime, by the way. Before I changed it, it was ok above about 300 KIAS, but when I would slow for a bounce or landing, say 130 KIAS, it would be a lot higher aileron deflection per stick movement than it should be. Again, just my inexperienced opinion. After I made the change in the PID Aileron line in the Aircraft.cfg file, the plane was a lot more  controllable and I would have to move the stick a reasonable amount to get the desired result. At least, it seemed to me as the NATOPS describes such things.
On the bright side, it's a lot easier to make the correct turns around a pattern. I go where I think the plane should, as the NATOPS describes the FCLP pattern, for a given roll rate and bank angle. MUCH better, IMO. By the way, you seem to have solved the bloody left drift problem it seemed to have. It was pretty frustrating to level the wings, and have to "waggle" the rudders to get the plane to stop drifting to the left. Or to have to use the rudders to get the bird to turn 2° for the "perfect" line up. Now, with the PID controllers, it will stop turning when the wings level up, and if I need to go 2° one way or the other I can bank a LITTLE bit to do it. Before, if I was up to 5° bank angle either direction the nose would go left. Now, it goes where it should at the rate it should. No more need to "waggle". I LOVE IT!
This plane is a real joy, although a bit of a challenge at times. If you make it better, I'm going to think I am a real live bird!!
One thing I would like to request, although I haven't seen a need for it yet at all, is a FCS Reboot button, like the real thing has. If for NO other reason than realism, although I wager if I turn Failures on, it would be a very good thing to have...
No rush, just one of those "little details"... :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: Orion on August 17, 2015, 11:55:10 pm
I DID change the Aileron line in the PI Controller settings in the aircraft.cfg  file to lower the aileron deflection slightly vs stick deflection, rather than adjust the Control Sensitivity in the Controls menu. I dropped it to 1.70 vs 1.75 (default). That was too low, so I slowly increased it to 1.735, which seems pretty close to how, from what I know of it, which admittedly is minimal, seems to me to be a fairly realistic setting. I don't flip inverted by deflecting the stick 1°, at least. The problem seemed worst during the PA regime, by the way. Before I changed it, it was ok above about 300 KIAS, but when I would slow for a bounce or landing, say 130 KIAS, it would be a lot higher aileron deflection per stick movement than it should be. Again, just my inexperienced opinion. After I made the change in the PID Aileron line in the Aircraft.cfg file, the plane was a lot more  controllable and I would have to move the stick a reasonable amount to get the desired result. At least, it seemed to me as the NATOPS describes such things.
On the bright side, it's a lot easier to make the correct turns around a pattern. I go where I think the plane should, as the NATOPS describes the FCLP pattern, for a given roll rate and bank angle. MUCH better, IMO.

The FCS is set to give you a maximum roll rate of 240 degrees per second with maximum horizontal deflection of the stick.  The ideal roll rate for a given stick position x (regardless of PA or UA modes) is given by the following function: (http://i.imgur.com/VHi5Xn3.gif).

(http://i.imgur.com/Z1HoAgI.gif)

One thing I would like to request, although I haven't seen a need for it yet at all, is a FCS Reboot button, like the real thing has. If for NO other reason than realism, although I wager if I turn Failures on, it would be a very good thing to have...
No rush, just one of those "little details"... :D
Pat☺

You can "reboot" the FCS by toggling the spin recovery switch.  When the spin switch is enabled, the FCS is disabled, all PID controllers are reset, and pilot input is sent directly to the flight control surfaces with no intermediate processing.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 18, 2015, 07:27:51 am
Thank you, Mr. Orion!
As for the roll, umm...oops. I will restore the provided PID setting asap. Thank you for setting me straight on that.

Thank you the info on resetting the FCS. That was exactly what I was wondering about. As I mentioned, I haven't needed it yet, I was just hoping for the realism factor :)

Ok, more testing to do.
Pat☺
Title: Re: New FSXBA Hornet
Post by: Orion on August 18, 2015, 09:11:08 am
Well, that's not to say your change is necessarily better or worse -- I was just pointing out that (when properly tuned), you should get the aforementioned roll rates for a given stick input.  It sounded like you wanted to change the ideal roll rate for a given stick input, which isn't what changing the PID coefficients does -- the roll rate is governed by the previously described function.  What changing the PID coefficients does is controls how the control surfaces react given a certain state.

I'll try to explain this succinctly: every simulated frame, the FCS goes through and calculates the difference between the current roll rate and the ideal roll rate; this value is called the current error.  It also calculates the sum all the previous errors (this is the cumulative error), as well as the difference between the current error and the previous error (this is the change in error).  To get the value sent to the ailerons, it takes the sum of the proportional coefficient (1.75 in the current release) multiplied with the current error, the integral coefficient (0.05 in the current release) multiplied with the cumulative error, and the derivative coefficient (0 in the current release) multiplied with the change in error.

What changing 1.75 to 1.735 did was tell the FCS to send a smaller command to the ailerons by reducing the "weight" or "importance" of the current error.  Doing this will cause the flight controls to take longer to attain the ideal roll rate described by the aforementioned function (this doesn't change the fact that the FCS will still try to tend towards that ideal value).  Different PID coefficients may minimize the error better or more quickly or with less oscillation or less overshoot than others.  I haven't done much testing, so perhaps your proportional coefficient works better, perhaps it doesn't.  The metric you should be comparing is the error, though.

The spin recovery mode in the FSXBA Hornet FCS turns on what I've dubbed "pass through" in my code: it doesn't do anything fancy and just passes the control input through to the sim (instead of preventing the sim from being able to read the pilot's input and doing the PID stuff to set control surfaces).  In the real jet I think spin recovery mode (SRM) is a subset of direct electrical link (DEL), which is actually a sort of failure mode with slightly different control augmentation system (CAS) parameters?  Just wanted to clarify that it may not be 100% realistic.
Title: Re: New FSXBA Hornet
Post by: einherz on August 18, 2015, 04:22:27 pm
is it posible got only clean version with aggressor's(grey, blue, brown) skin?
no tanks, no pylons, no weapon, please(and with clean physics dynamic sure:))
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 18, 2015, 09:20:03 pm
Quote
The spin recovery mode in the FSXBA Hornet FCS turns on what I've dubbed "pass through" in my code: it doesn't do anything fancy and just passes the control input through to the sim (instead of preventing the sim from being able to read the pilot's input and doing the PID stuff to set control surfaces).  In the real jet I think spin recovery mode (SRM) is a subset of direct electrical link (DEL), which is actually a sort of failure mode with slightly different control augmentation system (CAS) parameters?
Ok, thank you, and yes, that's essentially what the NATOPS says about the SRM. Generally, if you are in an apparently unrecoverable spin, it's a "last resort" thing to try, before ejecting. Apparent;y, in this plane it does reset the PID to a "starting" state, which is effectively what the FCS Reset button does, so that's exactly what I was asking about :D

As to my small change. It makes the plane work much better for ME. Maybe it's not realistic, as the real plane flies, I don't know. But it seems stable and yet agile. I deflect the stick, and it does roll, the more the faster, so to speak, but with the change I made, I don't wind up wobbling around trying to get the wings to the angle I want, whatever it might be. It may well just be me, my system, my joystick, I can't say. But  it works prfectly for me , so I'll use it for now. Perhaps something like 1.737, or 1.738 would be better. I'll test and see. Again, this is all on me, and may not be as "realistic" as it should be. That's entirely up to wiser heads than I :)
As to the parameter I SHOULD be watching, the "error", I would love to, but Jimi removed the FCS data gauge, so I have to use what I have and kinda guesstimate as I go I DO appreciate you providing the chart, though, that is very helpful :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 19, 2015, 02:40:04 am
Pat:  Thanks again for the input

Einherz:  I updated the "Clean" version link so the clean version should now show up.  Please download and install again.
Title: Re: New FSXBA Hornet
Post by: ExNusquam on August 19, 2015, 05:42:08 am
I haven't noticed any issues with bleeding speed while turning - it seems far more realistic than it was in previous versions. I've noted some issues launching off carriers at lower speeds (150 KIAS)- the PA trim seems to reset to something like 2° AoA after the cat shot, which can get exciting at 60 feet.

Loading the training version also throws this error for me, at least. Not sure if anyone else has seen this. http://i.imgur.com/76us97P.png?1

However, the PA FCS is awesome behind the ship. Trapping is ridiculously easy.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 19, 2015, 07:09:29 am
Check my post on page 59. I had this problem. It's because, for some reason, the pathing to the Sound.ini in the panel.cfg file of the Training version is directed to the A-A folder. If you don't have that one, or don't like the error in general, look at the Training's Panel.cfg file, and change gauge20=Sound/dsd_fsx_xml_sound!Sound,  0,0,10,,.\SimObjects\Airplanes\FA-18C_FSXBA2015 15.6 A-A\Panel.Fleet\Sound\Sound.ini to read this: gauge20=Sound/dsd_fsx_xml_sound!Sound,  0,0,10,,.\SimObjects\Airplanes\FA-18C_FSXBA2015 15.6 Training\Panel.Fleet\Sound\Sound.ini.
Solves the error problem right off.
I finally started doing CQ's in this bird today, and you are right, it doesn't pitch up to 12° (10??) like the NH does. I think it's in the PitchTrim XML gauge, but I am still learning those, so I'll leave that one to Jimi. I only have so much time per day to DO things...
If you say it bleeds energy properly, and the other versions don't, I'll go with that. I have said many times. I have NO actual experience in an F/A-18, so all I can do is rely on what I've seen in other versions. Thanks for verifying that for me :D

Jimi, thank you for correcting the Clean version. I like that one the best, personally :) The AOA indicator lights, on the left of the HUD, do still flash as though the Hook Bypass switch is in Carrier with the Hook up, which ever position the switch actually is. If I put the hook down, though, it stops flashing. Just a heads up, no rush on this. It's a pretty small detail in the overall scheme of things, after all :D

As to the cockpit textures, and this should rightfully be directed at Mr. Azframer, I think (although rarely :) ), the Warning Lights right up under the glareshield to the left of the UFC, the Speedbrake, and so on, are back to being virtually invisible in the daytime, and totally invisible at night. Also, the Gear and Flaps annunciator panel (the green lights with the gear or flaps down) are so bright at night, no indication of status is visible. I can't tell 1/2 vs Full vs no flaps, gear up or not, etc.  Those are the ONLY two issues I have at all with the cockpit textures.

Now, I go fly :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on August 19, 2015, 08:54:07 am
'ExNusquam' brilliant clear video - many thanks for that - great work. May I enquire how the video was made with such good quality to be reproduced on Youtube so well please? Thanks in advance. I would be interested in your OS, software used to capture what in FSX and resolution of screen etc. Being able to see the HUD so clearly is a real bonus I reckon and then seeing the ball relatively well during the approach.
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 19, 2015, 12:38:22 pm
ExNusquam:  Thanks for the feedback and nice video!  As for the cat shot,  I've done most of my testing with Flaps HALF and T/O TRIM set.  With that, the logic should rotate the jet to approx 10 deg nose up at the end of the stroke.  Are you using the same configuration as well?  As it sits now, the FCS assigned AOA is set to reset (0 deg AOA) with weight on wheels and then captures and seeks to maintain the actual AOA present upon rotation or the moment the aircraft becomes airborne.  Either way, I will test and re-test aircraft behavior with and without T/O trim tonight. 

Pat:  Thanks for the help with the sound.ini.  I will implement and re-release tonight hopefully.  As for the AOA bracket lights, not sure if anything is going to get much better anytime soon.  Unfortunately, my coding to keep the lights on steadily is conflicting with the default acceleration coding that is driving the same lights.  With bypass on, the lights should be "flickering" versus the steady, consistent flashing when it is off.  The lights should remain steady on once hook is lowered.  The flashing is there to remind the pilot to lower the hook during carrier ops.

Did a very quick test of power output at both low and high altitude.  Seems to check out with the brief test that I did.  Clean jet did just under Mach at MIL power at about 30K and about 1.6 with MAX power.

In regards to textures, I can do them, but not very well haha.  Banking on those such as AzFramer, Kea and AHMenace to bring to bear their talents to remedy these issues.

Did some more tweaking to the .air and aircraft.cfg files to address the over-G issues in the 250-300 range and to address the feedback given about the sensitive roll rate in PA mode.  Working with ORION to get the Auto Throttle Control (ATC) to work the way I want it to.  Will release updated files once complete.

Please, keep the feedback coming!  Much appreciated!

-Jimi
Title: Re: New FSXBA Hornet
Post by: ExNusquam on August 19, 2015, 02:28:43 pm
Quote
ExNusquam:  Thanks for the feedback and nice video!  As for the cat shot,  I've done most of my testing with Flaps HALF and T/O TRIM set.  With that, the logic should rotate the jet to approx 10 deg nose up at the end of the stroke.  Are you using the same configuration as well?  As it sits now, the FCS assigned AOA is set to reset (0 deg AOA) with weight on wheels and then captures and seeks to maintain the actual AOA present upon rotation or the moment the aircraft becomes airborne.  Either way, I will test and re-test aircraft behavior with and without T/O trim tonight. 
I played around with the cat shots a bit more, and it looks like if you use the default endspeed and leave TO trim pushed in for the shot it will work find. The initial issue seems to be that I was using the TacPack to drop the end speed down to a more reasonable 150 knots, in this case, the FCS seems to have a bit of trouble getting into the propper flyaway attitude. I've been using full flaps as that's what I assumed is used - I'll look at the NATOPS when I get a chance.

Phantom, thanks for the heads up that. I saw that it was just a filename error, but figured it was worthy of posting anyway.

Quote
'ExNusquam' brilliant clear video - many thanks for that - great work. May I enquire how the video was made with such good quality to be reproduced on Youtube so well please? Thanks in advance. I would be interested in your OS, software used to capture what in FSX and resolution of screen etc. Being able to see the HUD so clearly is a real bonus I reckon and then seeing the ball relatively well during the approach.
I'm running nothing special. Windows 8.1 at 1920x1080. FRAPS used to record FSX. Ran the avi file through windows movie maker to convert it to an H.264 MP4 file so Youtube would like it better.
Title: Re: New FSXBA Hornet
Post by: einherz on August 19, 2015, 04:03:09 pm
Pat:  Thanks again for the input

Einherz:  I updated the "Clean" version link so the clean version should now show up.  Please download and install again.
thank you, man, but where could be found link? thank you
Title: Re: New FSXBA Hornet
Post by: einherz on August 19, 2015, 04:05:06 pm
I haven't noticed any issues with bleeding speed while turning - it seems far more realistic than it was in previous versions. I've noted some issues launching off carriers at lower speeds (150 KIAS)- the PA trim seems to reset to something like 2° AoA after the cat shot, which can get exciting at 60 feet.

Loading the training version also throws this error for me, at least. Not sure if anyone else has seen this. http://i.imgur.com/76us97P.png?1

However, the PA FCS is awesome behind the ship. Trapping is ridiculously easy.

confirm, i get that too about sound path error
Title: Re: New FSXBA Hornet
Post by: whiteside on August 19, 2015, 04:24:52 pm
Phantom Tweak, thanks. I installed the AA version and that cleared up the error. I am still unable to put needles up on the hud. I am spawning the Nimitz from Tacpack. I have the ILS frq. set at 111.00 and the TACAN at 57X. With Land Based ILS, I can see the needles on the DDI HUD but not HUD up front. I am using FSX GOLD EDITION and I have not installed ANY other updates. Could this be the issue? When I use the SuperBug at the same Carrier(NIMITZ) I am able to see the ILS.
Very cool jet JIMI!
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 19, 2015, 04:53:34 pm
Clean Version: https://drive.google.com/file/d/0B3So3WwTLPRZQ3RYeTdPdWhrMVE/view?usp=sharing

Whiteside:  Thanks.  Not sure if the HUD is integrated with the TACPAC carriers yet (a work in progress).  Should work for ground based ILS though.  Need you to confirm the following:
-Needles Display option is selected.  This can be done by pressing SHIFT + 2 and clicking on the applicable button.
-Confirm that you are entering the ILS freq in the ILS menu on the Up Front Control Panel.  This can be done by pressing the ILS button first, entering the ILS/TACAN freq and pressing ENT.

Hope this helps.
Title: Re: New FSXBA Hornet
Post by: whiteside on August 19, 2015, 05:28:00 pm
Ok I get land based ILS on HUD but still nothing on any CV any freq.
really wierd!
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on August 19, 2015, 05:47:11 pm
Thanks for the info 'ExNusquam' "...I'm running nothing special. Windows 8.1 at 1920x1080. FRAPS used to record FSX. Ran the avi file through windows movie maker to convert it to an H.264 MP4 file so Youtube would like it better...."

I'm guessing you used FRAPS during your actual flying? I cannot get FRAPS to work in Win 8.1 (the last version made available whatever it was) and then FRAPS went off line (I'm guessing because of Win8.1 compatibility issue?). Up until Win8 I had used FRAPS from FRAPS beginning without many issues in various Windows versions so I'm baffled. Maybe I need to look again. The tip about making an H.264 file .MP4 for Youtube is probably vital for HUD clarity than any other method.

Have looked to confirm I have the last version of FRAPS 3.5.99 made available and that the website is now back online (it was off line for a long time earlier).
Title: Re: New FSXBA Hornet
Post by: einherz on August 19, 2015, 05:56:29 pm
Clean Version: https://drive.google.com/file/d/0B3So3WwTLPRZQ3RYeTdPdWhrMVE/view?usp=sharing

Whiteside:  Thanks.  Not sure if the HUD is integrated with the TACPAC carriers yet (a work in progress).  Should work for ground based ILS though.  Need you to confirm the following:
-Needles Display option is selected.  This can be done by pressing SHIFT + 2 and clicking on the applicable button.
-Confirm that you are entering the ILS freq in the ILS menu on the Up Front Control Panel.  This can be done by pressing the ILS button first, entering the ILS/TACAN freq and pressing ENT.

Hope this helps.
look like some missunderstud:) i mean only clean version with aggressor's skins, this one i found in your posts:) but for this working i need install all other
thank you
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 19, 2015, 06:42:21 pm
Clean Version: https://drive.google.com/file/d/0B3So3WwTLPRZQ3RYeTdPdWhrMVE/view?usp=sharing

Whiteside:  Thanks.  Not sure if the HUD is integrated with the TACPAC carriers yet (a work in progress).  Should work for ground based ILS though.  Need you to confirm the following:
-Needles Display option is selected.  This can be done by pressing SHIFT + 2 and clicking on the applicable button.
-Confirm that you are entering the ILS freq in the ILS menu on the Up Front Control Panel.  This can be done by pressing the ILS button first, entering the ILS/TACAN freq and pressing ENT.

Hope this helps.
look like some missunderstud:) i mean only clean version with aggressor's skins, this one i found in your posts:) but for this working i need install all other
thank you

Don't need to install all others, just the Training jet and clean for you.  All files are aliased off of the Training Jet to minimize file size.  If you want clean only, you are going to have to swap some files out and play around with the aircraft CFG for a bit.  But it can be done.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 19, 2015, 09:04:30 pm
Mr. Exnusquam, I found this in the NATOPS, A1-F18AC-NFM-000, 8.2.5 Before Catapult Hook-Up., III-8-3
Quote
The trim settings in figure 8-1 are applicable for HALF flaps only, all
air-to-air stores, air-to-ground stores, clean aircraft, external fuel tanks, gross weights and launch CG
between 17.0 and 27.5% MAC. For normal operation, 15 knots excess end airspeed above minimum is
recommended.
On Jimi's birds, everything is set up for 1/2 flaps for launch, FULL for landing.
If that helps at all.

Quote
and it looks like if you use the default endspeed and leave TO trim pushed in for the shot it will work find.
I amusing the Nimitz in AICarriers. The endspeed is 150KIAS (default), the boat is moving at 25Kts. !/2 flaps, TO Trim button pressed and verified once hooked to the Cat. Weight below 43,000. I still can't get it to Hands-Off capture 10°. I have to pull pretty far on the stick to get the nose to come up. I am sure I am doing something wrong, so I'll keep looking. Maybe WOD is too low...

Mr, Whiteside: I think we have found your trouble with the ILS needles and the boats.
Quote
I am spawning the Nimitz from Tacpack.
The HUD frequencies I gave are for the Nimitz (and other boats) from "uss_nimitz_ike_version2.zip". Not for the TacPac boats. I couple those boats with AICarriers.NET to get a nice, moving boat to land/launch from (25kts forward speed). I don't think the HUD freqs will work with the TacPac stuff. I may well be wrong though. Bear in mind that moving "things" can't have ILS. The freqs are built into the HUD XMLs for hte boats mentioned, no others.
Quote
I am using FSX GOLD EDITION and I have not installed ANY other updates.
I think for all these goodies you need the Acceleration package, but I may be wrong. Maybe Gold include the Accel stuff. I have FSX-SE, which includes all the Service Packs, Gold, Acceleration, the whole nine yards, so that the info I have to work with. If that matters...

Quote
Don't need to install all others, just the Training jet and clean for you.  All files are aliased off of the Training Jet to minimize file size.
Except the little Sound.ini error :D That fix has been posted by myself, and others much smarter than I. Easy to do, takes 30 seconds.

Now, time to FLY!
Pat☺
Title: Re: New FSXBA Hornet
Post by: whiteside on August 20, 2015, 12:23:11 am
Im sorry I didn't explain better. I have Acceleration installed  as well. Are there any other updates I need to install?
What about the C++ stuff? I don't really understand that side of it.
Title: Re: New FSXBA Hornet
Post by: whiteside on August 20, 2015, 03:28:47 am
OK, I'm working on it! Thanks
I am having trouble getting the Takeoff trim to affect the stabs on the ground and on the CV. I dont see a change when I arm the master arm switches and then turn on pitot heat switch. Anything else required? Love this jet BTW.
Title: Re: New FSXBA Hornet
Post by: Johan on August 20, 2015, 03:41:46 am
Jimi and team,

Thank you for the new release, the bird has improved so much.
My question is: was there any changes to the HUD compared to the 15.2 version? It recognizes Javier's AC when I put TCN on 57X, but it doesn't recognize SDB CNN Enterprise (CVN65) anymore when I put TCN on 87X.

Johan
Title: Re: New FSXBA Hornet
Post by: ExNusquam on August 20, 2015, 06:55:29 am
On Jimi's birds, everything is set up for 1/2 flaps for launch, FULL for landing.
If that helps at all.
Thanks for the tip and the NATOPs point out.

Quote
I amusing the Nimitz in AICarriers. The endspeed is 150KIAS (default), the boat is moving at 25Kts. !/2 flaps, TO Trim button pressed and verified once hooked to the Cat. Weight below 43,000. I still can't get it to Hands-Off capture 10°. I have to pull pretty far on the stick to get the nose to come up. I am sure I am doing something wrong, so I'll keep looking. Maybe WOD is too low...
I'm seeing about the same, the only "successful" launches with minimum settle are launches using the default endspeed (~190 KIAS) at MAX - this results in a safe climb with minimal settle, but that's mostly because the endspeed is so high. I've been doing all my launches with 27kts WoD.

Jimi/Orion, is it possible for you guys to set the PA Trim to default to 8-10° (The NATOPS says climb attitude should be 10°-12°, with pitch up to 13° initially allowable) after a cat shot?

Spaz: Yeah, I used FRAPS 3.5.99 to record FSX. I've had no issues with that setup. I'm not sure converting to H.264 is the reason either; since Youtube will do that on it's own post upload IIRC, it's just faster to upload in the compressed format. I've put other videos up as an AVI files that are just as clear. Example (https://youtu.be/-IKtl1uBkDI)
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 20, 2015, 09:00:57 am
Quote
Thanks for the tip and the NATOPs point out.
Glad I could help a little :D

Quote
I'm seeing about the same, the only "successful" launches with minimum settle are launches using the default endspeed (~190 KIAS) at MAX - this results in a safe climb with minimal settle, but that's mostly because the endspeed is so high. I've been doing all my launches with 27kts WoD
Well, at least I'm doing it right, then. Thank you for the verification!

Only two things tonight (it's been a very long, HOT day :P)
1) I've noticed, when doing T&G's at Coupeville, that as I pull back to rotate to launch AOA (about +10°), the nose rises until the end of the nosegear strut travel, then, after a moment, it's as though it come "unstuck".  Like the nose, then the mains, are being held down with suction cups that let go suddenly, as they do. The nose pops up, and I have to relax the pull quickly, then the bird "pops" off the runway. During the first launch of the flight, or during carrier cat shots, it acts normally. Nice easy rotation up to 10°, and it just flies off. No "pops".
This may be perfectly normal and the way it should be, I don't know.
2) Is there a way to add visible landing lights, that actually illuminate the runway? The Landing and Taxi lights illminate fine, but cast no light. I can look at the outside of the plane and see the lights lit up, but when I am sitting, rolling, whatever, there is no illumination on the runway, either from the cockpit or the external views. Or is this something I need to add-on to FSX? I am not capable of buying things like VRS, but if there is a freeware available...? I have tried adding a landing light default to FSX, but nothing. There isn't one in the [Lights] section of the aircraft.cfg. There IS an entry in the [Electrical] section for a circuit for one.
I'm just wondering. It's one of those persnickety little details. Not critical at all, just trying to "perfect" the bird :) The v15.2 and Peter's NH models don't have Landing Lights (visible, yes, that illuminate anything, no), either. Just so you know, not complaining at all. This is an amazingly good plane!  :)
Pat☺
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on August 20, 2015, 10:25:14 am
'ExNusquam' Thanks - I do not have the VRS Super Bug NOR have I been able to use FRAPS in Windows 8 so it is all moot at this stage. Very good video BTW to demonstrate the HUD clarity of the VRS SupaBuggy. May I enquire about your video card maker please? I have an AMD card - some 3 years old now but top of the line then. Anyway I have now two great carrier approach videos. BZ!  ;D
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 20, 2015, 02:03:35 pm
OK, I'm working on it! Thanks
I am having trouble getting the Takeoff trim to affect the stabs on the ground and on the CV. I dont see a change when I arm the master arm switches and then turn on pitot heat switch. Anything else required? Love this jet BTW.


The T/O trim is in a different location for this bird.  It's actually where it's supposed to be.  It is the little button located on the top of the rudder trim dial located on the left side of the cockpit.  As place where it is on the VRS Superbug if you have that.  Click on it to set the T/O trim.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 20, 2015, 08:19:09 pm
I believe, also, that setting the Master Arm switch to ARM disables the FCS entirely. Or it did in the v15.2 anyway. It's like an ON/OFF switch for the FCS. Or was. I don't know if they took that functionality out for the v15.6.
Just a Head's up...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Azframer on August 20, 2015, 11:12:34 pm
Well I hate to come here and people think I am complaining when it seems no one is experiencing the same thing I am with this version. Although this one is not doing exactly the same as Peter's NH it is close, Peter's version no matter what I lock in up elevator after I get a over G warning. This one however does it with half flaps. Just giving a heads up on it, I have no clue what would be the cause of it happening, maybe it is my computer if it is not happening to no one else.

Rick
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on August 21, 2015, 04:53:02 pm
Hi Azframer,
have you tried narrowing the issue down systematically? In example, temporarily removing code/gauges you suspect to be responsible, like G-Limiters and/or AoA-Limiters from the Pitch_Auto_Trim.xml, and then check if the issue still ocurrs?
Your feedback and comments are welcome! In some rare cases I can experience the issue, too, although not to the extent that you have described.

Peter
Title: Re: New FSXBA Hornet
Post by: Azframer on August 22, 2015, 04:22:22 am
Peter I had a late day today in town, on top of that I did not get much sleep,I  will give it a run through tomorrow and see what I come up with. I've already found those for the old version of Jimi's Hornet I will be in better shape to find those for yours and Jimi's newest version tomorrow. But I will report back as soon as I find something on it.


Rick
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 23, 2015, 09:13:44 am
I tried and tried, in 1/2 flaps, and FULL flaps, in the training bird with full fuel all the way down to about 4000 lbs, doing full loops on take off, just doing vertical climbs, and 45° climbs, all at several airspeeds. I couldn't get the trim to "stick" in full up as you described Mr. Azframer, sir. I used full deflection on the stick too. No sticking. I'm sorry, I really did try hard to duplicate the conditions you described.

I figured out the "pop" off the runway I was getting. After touchdown I set flaps back to half and the plane just floats off the runway like normal, when I pull back on the stick enough. I didn't read this procedure in any NATOPS manuals, so it must be peculiar to this particular plane, is all. I understand the extra stick deflection required, since I am NOT going to look down and set the pitch trim for T/O! I wonder if there is a button assignment I can use...or maybe use the manual pitch trim to get things set for T/O real fast. Hmmmmm
I did change the Aileron PID numbers in the aircraft.cfg a little bit, but it's much better FOR ME now. I set them to 1.7372,0.0491,0.00. Not a huge change, and it's just as agile, it just took me several tries to roll to a specific angle. It doesn't move so fast I can't react in time to stop it now, like it did before, so I had to wobble back and forth to find the bank angle I wanted, like it was before, even if that angle was 0 :D

EDIT: I did manage to make one teensey-weensey little change for the better, instead of complaining endlessly :D The HUD has been off-center since it came out. Bugged me for some reason. I changed the line in the panel.cfg for the [VCcockpit01] gauge11=FA18_HUD\FA18_HUD_VC_R!FA18_HUD_VC_R, 598, 505, 426, 471. Please note the horizontal position change to 598, and the Width to 426. These changes perfectly center the HUD both in size and position within it's frame. In my display at least. Not a big change, but heck, I do what I can :)

I do really like the ability to manually trim the plane now, too. That's very nice! Both U/A and P/A. It's great :D
That's all I have for today. Thank you very much for such an awesome plane. This thing is amazing!
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 24, 2015, 12:10:11 pm
Gents,

Good progress and good changes around the corner with the next update.  Look forward to the following:

Automatic Throttle Control (ATC):
-Thanks to ORION, got a pretty good ATC system in place.  Can be activated by the Throttle Arm Function or pressing Shift + R.  The letters "ATC" will appear in the lower left side of the HUD once system is active.
-ATC in UA mode will hold whatever speed the aircraft is at upon activation and PA mode will hold whatever AOA that is dialed in while in that mode.
-There are a few conditions in which ATC will automatically disengage.  In these cases the ATC indicator on the HUD will flash for approx. 10 seconds before being removed from the HUD.  Some of these disengagement conditions include:
     -If the throttles are moved a certain distance beyond their initial position upon activation of ATC
     -If the aircraft is rolled beyond 70 deg. Angle of Bank while in PA mode
     -Weight on Wheels
     -If split throttles are sensed
     -PA ATC will disengage if Trailing Edge Flaps (TEF) are less than 27 degs.
     -UA ATC will disengage upon entering PA mode

Trim AOA Indication:
-I tried to better simulate what I saw when I had the opportunity to fly the real Hornet simulators with SLUDGE a few years back in regards to Trimmed AOA indication.  The system is now set to flash in the HUD until aircraft is approx. .3 degs from selected AOA.  Once there, the indication is removed from the HUD display.

PA Control Augmentation:
-Roll authority in PA mode has be reduced in PA mode for better handling in this flight regime

Take Off Trim:
-Takeoff (T/O) trim has been revamped.  New system now sets initial trim to a value of 12 units (per NATOPS).  Aircraft weight and speed are now used as inputs to continually increase the stabilators during takeoff roll until take off is achieved.  System automatically disengages once aircraft is airborne, over 145 KIAS, and when the nose of the aircraft is at 10 degs. or higher.  Carrier T/O Trim uses same function, but with a higher gain for quicker rotation to 10 degs. upon catapult launch.  The launch bar dictates which mode is used.

AOA Indexer Bypass:
-Did my best with the indexer in bypass mode, but as stated before I am having to fight the default gauge that is trying to control those same arrows.  Lights should be a little more steady on and "flicker" versus constantly flashing while in bypass mode.

Textures:
-Big thanks to Barry and the guys over at Groom Lake for the new VFA-94 Mighty Shrikes textures.  I've included them in this release.
-Since the bulk of the overall file size resides in texture files, I will be removing a few less popular textures in an attempt to get the project file size down.

Hopefully I will be releasing the updated version here in the next few days.  Probably going to start utilizing an auto-installer from now on due to the constant number of cfg and texture changes across all variants and the growing file size of the project.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 24, 2015, 08:37:58 pm
Wow! Taking "great" and making it even better! Astounding, to my little pea brain! All those you mention sound like great strides and improvements. Keep 'em coming :D
Quote
AOA Indexer Bypass:
-Did my best with the indexer in bypass mode, but as stated before I am having to fight the default gauge that is trying to control those same arrows.  Lights should be a little more steady on and "flicker" versus constantly flashing while in bypass mode
Not a big problem, in my mind, but the fight is much appreciated, none-the-less.
Quote
-Since the bulk of the overall file size resides in texture files, I will be removing a few less popular textures in an attempt to get the project file size down.
Works for me. I do it myself, anyway :)
Quote
Hopefully I will be releasing the updated version here in the next few days.  Probably going to start utilizing an auto-installer from now on due to the constant number of cfg and texture changes across all variants and the growing file size of the project
I understand the reasoning, but I never permit autoinstallers to do their thing on my system. I always direct them to a Temp folder, then move things myself. Not complaining, just the way I am about them :)

All in all, this update is going to be well worth any wait. Take all the time you need. I'm too old and fat to hurry :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: ExNusquam on August 25, 2015, 12:04:43 am
Those changes sound great, jimi. TO Trim is especially appreciated.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 25, 2015, 08:57:44 am
Ok, I DL'd the "CLEAN" version of Jimi's Hornet v15.6. I tried it out, no sound. I found the Sound.cfg file had an error. The line reads alias=..\..\FA-18C_FSXBA2015 15.6 Training\sound but it should only read alias=\FA-18C_FSXBA2015 15.6 Training\sound to work properly. Too many"..\" entries, is all.
Just a heads-up if anyone else has this problem. ;)
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 25, 2015, 11:09:37 am
Ok, I DL'd the "CLEAN" version of Jimi's Hornet v15.6. I tried it out, no sound. I found the Sound.cfg file had an error. The line reads alias=..\..\FA-18C_FSXBA2015 15.6 Training\sound but it should only read alias=\FA-18C_FSXBA2015 15.6 Training\sound to work properly. Too many"..\" entries, is all.
Just a heads-up if anyone else has this problem. ;)
Pat☺

Sweet!  Thanks Pat and ExNusquam!
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 27, 2015, 08:06:59 pm
Just curious, if I may ask, but why is the eyepoint in the aircraft.cfg offset to the left? I know it's not much (-0.02), but it offsets the HUD slightly, or appears to. The HUD is correct, actually, but everything else is shifted a little, which makes it seem offset. I don't know if it's the correct way to do it or not, but I use the velocity vector to help aim at a spot for touchdown, in FCLP, carrier, or normal landing, and it's very useful in keeping the sink rate etc etc correct, and having to compensate for the offset can get a little confusing, to me, during the last few busy seconds before Touch-Down. I know I can change the setting to 0.00, I was just wondering if there was a reason for it.

By the way, I noticein the BA version there is a "New HUD" folder in the Panel folder, but it's not called in the panel.cfg. Is it important? In what way is it new? Again, just curious. There's usu ally a reason for things :)

I was also wondering, again, if I may ask, what software do you utilize for de-compiling, editing, and re-compiling .DLL files? Also in the BA Panel folder is a folder (old fcs Gauges) with a number of older, modified, or changed .DLL files, like HornetFCS.dll, and I was wondering just what had been changed, and in which way, to make it work better. Again, Nosey Nellie is my pseudonym :D

Good days and fun times for all!
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 28, 2015, 12:25:57 pm
Hey Pat,

Good questions.
Just curious, if I may ask, but why is the eyepoint in the aircraft.cfg offset to the left?
-The view was adjusted last version in an easy attempt to correct the amount of space that the HUD text takes up on the combiner glass.

I notice in the BA version there is a "New HUD" folder in the Panel folder, but it's not called in the panel.cfg. Is it important? In what way is it new? Again, just curious. There's usu ally a reason for things Smiley
-That was a little while ago, but I'm pretty sure the New HUD had to do with small changes that I made to the HUD in order to help us over at the FSXBA.  One in particular was a persistent energy carat that would stay present, regardless of gear position.

I was also wondering, again, if I may ask, what software do you utilize for de-compiling, editing, and re-compiling .DLL files?
Gonna have to let ORION answer that one.

Also in the BA Panel folder is a folder (old fcs Gauges) with a number of older, modified, or changed .DLL files, like HornetFCS.dll, and I was wondering just what had been changed, and in which way, to make it work better.
I believe we are up the 67th rendition of the FCS.dll now.  They simply represent the progress of the FCS as designed.  Basic progress is as follows:
-Auto Flaps Controller
-PI controller that did basic pitch rate control in UA AOA, Pitch Rate and G Command with hard breaks at each envelope
-Changed PI to G command only for UA and AOA only for PA
-Manual trim for UA and PA mode developed
-Auto trim PI controller developed
-PI controller programmed to do Pitch rate and G Command Blending in UA and Pitch rate and AOA blending in PA
-Developed yaw PI controller
-AOA/Pitch Rate blending at AOA above 22 deg AOA
-Shutdown/disconnect effects based on hyd pressure or ASM switch
-Auto Throttle Control PI controller developed
-Flap speed adjusted

I think I got most of it.  Hope this helps.
-
-
-Developed roll PI controller
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 28, 2015, 07:56:55 pm
Thank you for the reply, Jimi! I do appreciate you taking the time :)

Quote
-The view was adjusted last version in an easy attempt to correct the amount of space that the HUD text takes up on the combiner glass
Well, ok, but I put it back to 0.00 and adjusted the HUD size slightly in the [VCockpit01] section of the panel.cfg. I fits perfectly, and is centered. No big, I can just make  these changes as I get new versions :) It's one thing I think I'm at least decent at, and do enjoy.

Quote
-That was a little while ago, but I'm pretty sure the New HUD had to do with small changes that I made to the HUD in order to help us over at the FSXBA.  One in particular was a persistent energy carat that would stay present, regardless of gear position.
Speaking of which, I've notice a small 00 on the left side of the HUD, below all the other data presented on that side, and i was wondering what it's for? It is never anything I've been able to see other than 00.

Quote
I believe we are up the 67th rendition of the FCS.dll now.  They simply represent the progress of the FCS as designed.  Basic progress is as follows:
Thanks for the info! I really didn't expect you to spend the time answering that one, that was why i was wondering what you all used to edit .DLL files, so you all wouldn't have to spend all the time typing all that out :D I do thank you, I was just trying to save you all the time and effort, to devote to your much more important work. And to me at least, this plane is important  ;D

Again, I thank you for all the great info you are willing to give, and eagerly await the latest improvements!
Pat☺
Title: Re: New FSXBA Hornet
Post by: whiteside on August 28, 2015, 08:33:45 pm
I have more fun with your hard work...
OK, using P3DV2.5 and FSX. Oculus Rift and AICarriers, FlyInside FSX, Buttkicker and last but not least vLSO. I cannot tell you guys what this is like and we are really getting close to a very immersive experience.
I am flying your latest and greatest and I know you have removed most of the effects and I was wondering if you'd add them back in on the next rendition? When I pull G, I really like the feedback I get from the Buttkicker on your 15.2 version I think it was. Also the visual of the Vape on the LEX's looks great from the seat!
can the airflow separation that causes the Buttkicker to vibrate be adjusted? The engine sound from inside the cockpit is realistic as per Real Life Hornet guys?
Cant wait for this jet to be fully developed. There is not another plane I enjoy more.
Thanks again,
Will
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 29, 2015, 06:18:52 pm
Thanks Whiteside.  I'll see what I can do.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 30, 2015, 11:20:18 pm
OK, something fishy is going on here, in my copy of the Training v15.6.
I know I complained about the AOA indicator flashing as though the Hook Bypass switch were always in Carrier. NOW, it's functioning perfectly normally. I don't recall making any changes or downloading anything. Now, it may change back to "failed" again after I reboot, I am not sure. I will keep you informed.

Another "thing" I have noticed: I went to try a knife-edge pass, and the rudder doesn't have enough authority to maintain altitude when rolled 90° either direction. The nose goes very low no matter what I do to the rudder. If I pull back to keep the nose up, obviously, I turn, very quickly. Am I doing it wrong? If not, is there anything I can do to be able to hold my attitude/altitude when rolled that far? On the NH model, the rudder has the authority to maintain the nose on the horizon. Is it a change to the PID settings I need to make, maybe? Or the .air file? As usual, I am just curious. To the best of my knowledge, it should maintain attitude with enough rudder input...

And my little pea brain finally functioned. I figured out the little 00 on the HUD. It's the Stopwatch function. Duh...
Sorry for wasting your time on that!

That's all for today :) Any help would be great, but I know you have other concerns, so no rush. 
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 31, 2015, 02:36:52 am
Here is the latest.  Gonna hold off on the auto-installer.  Tried 7zip for this batch.

NOTAM: You must install the Visual C++ Redistributable for Visual Studio 2015 (https://www.microsoft.com/en-us/download/details.aspx?id=48145) in order for the newest version of the FSXBA Hornet FCS to function.

Training (required): https://drive.google.com/file/d/0B3So3WwTLPRZMkU4eHdyM2NNb1k/view?usp=sharing
Blue Angels: https://drive.google.com/file/d/0B3So3WwTLPRZbmI0QWVPZDdVYUE/view?usp=sharing
Clean: https://drive.google.com/file/d/0B3So3WwTLPRZM2FsQ1czcGlQLTg/view?usp=sharing
A-A: https://drive.google.com/file/d/0B3So3WwTLPRZdEQ2cDVWbGtPNTQ/view?usp=sharing
A-G GBU: https://drive.google.com/file/d/0B3So3WwTLPRZcElkRlZrMlVuVFU/view?usp=sharing
A-G Mav: https://drive.google.com/file/d/0B3So3WwTLPRZWlJQQTB0SXBIdUE/view?usp=sharing
A-G Zuni: https://drive.google.com/file/d/0B3So3WwTLPRZbm5zQldFODRqbVU/view?usp=sharing
2-Seater Clean: https://drive.google.com/file/d/0B3So3WwTLPRZQ2ctY2pta1hCUzA/view?usp=sharing
2-Seater Training: https://drive.google.com/file/d/0B3So3WwTLPRZVlIwb2FpeGNiTzQ/view?usp=sharing
Title: Re: New FSXBA Hornet
Post by: Orion on August 31, 2015, 04:20:44 am
NOTAM: You must install the Visual C++ Redistributable for Visual Studio 2015 (https://www.microsoft.com/en-us/download/details.aspx?id=49984) in order for the newest version of the FSXBA Hornet FCS to function.

FCS changes:

Some notes on Automatic Throttle Control (ATC):

Also an important passage from NATOPS:

Quote from: 8.1.11 ATC Approach Mode Technique
The technique required for an ATC approach mode differs from a manual approach in that all glideslope corrections are made by changing aircraft attitude. Since this technique violates the basic rule that altitude/glideslope is primarily controlled by the throttle, practice is required to use ATC.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 31, 2015, 09:13:35 am
Woo-Hoo!!

Downloads in progress!

Quote
uses f(x)=0.4 x + 0.0002 x^3 as opposed to f(x)=0.8 x + 0.00016 x^3

Do you have any idea, Mr. Orion, sir, how long it's been since I did calculus?? This should be an adventure...
I presume it reads f(x) equals 0.4 times X plus 0.0002 times X cubed, etc? Where X is the roll command input? This equation is what generates the roll command curve the aircraft's control surfaces actually use? I am not used to computerized notation, basically, just making sure I am 100% with the program...And it's been more years than I care to count since I learned Calc. We didn't HAVE computers then!

Thanks again for all the amazing work, guys! Y'all amaze me!
Pat☺
Title: Re: New FSXBA Hornet
Post by: whiteside on August 31, 2015, 04:23:41 pm
Did Google drive stop working?
Title: Re: New FSXBA Hornet
Post by: Dman on August 31, 2015, 05:17:44 pm
I've been in love with this plane for a long while now.. with the last two versions.. I seem to have lost the LEX vapor during high G maneuvers and the Afterburner effects.. 15.2 has them..(I love the bluish burner effects).. is there an entry that can be put back into the config to bring these back??

THANK YOU to everyone involved with this!!!!!!!!!!!!!
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 31, 2015, 06:21:24 pm
I've been in love with this plane for a long while now.. with the last two versions.. I seem to have lost the LEX vapor during high G maneuvers and the Afterburner effects.. 15.2 has them..(I love the bluish burner effects).. is there an entry that can be put back into the config to bring these back??

THANK YOU to everyone involved with this!!!!!!!!!!!!!

Thanks for the good words and I'll be sure to pass along.  As for the effects, can you please specify what version you are using and which variant (A-A, Training, etc)?  I did test effects on the Training bird and were working during testing.  Might be something that needs to be adjusted on other variants. 

So if you can, please select the Training variant and see if they work for you.  That will help me in fixing things.  Thanks.
Title: Re: New FSXBA Hornet
Post by: Azframer on August 31, 2015, 07:22:26 pm
Did Google drive stop working?

Yea I am getting a blank page when it all comes to a stop/ stops loading.

Rick
Title: Re: New FSXBA Hornet
Post by: Dman on August 31, 2015, 08:03:23 pm
Thanks for the quick reply Jimi08

Ive been flying the Training C model.. I don't have the LEX effects or the Burners.. I have tested the newest D Training version and the same issue is there.. I have been usuing the 15.2 version because those effects still work on that build.. Maybe its specific to my machine???
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 31, 2015, 08:03:41 pm
I get a mostly white page, with a little back text on it in the upper left corner, when I try to download the Training version, but clicking the words Download Anyway, I think it was, worked normally for me. The BA and Clean versions both worked normally.

Mr. DMan, sir, I haven't unzipped and installed this latest update, YET, but if it works anything at all like the previously released v15.6 that came out recently, it will be a totally amazing aircraft, unlike, but better by light-years, nay PARSECS, than, ANY other aircraft in FS9 or FSX that I have encountered, bar none.

Pat☺
Title: Re: New FSXBA Hornet
Post by: Orion on September 01, 2015, 01:56:44 am
I presume it reads f(x) equals 0.4 times X plus 0.0002 times X cubed, etc? Where X is the roll command input? This equation is what generates the roll command curve the aircraft's control surfaces actually use?

Yep, that's correct, although to be more clear, f(x) is read as "f of x" (i.e. function of x).  The input for x is expected to be in the range [-100,100] (i.e. negative 100 to positive 100, inclusive), representing the roll axis of the controller.  The output of the function returns a value that's used as the set point for the PID controller to determine the desired roll rate of the aircraft.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 01, 2015, 07:22:08 am
Yep, that's correct, although to be more clear, f(x) is read as "f of x" (i.e. function of x).  The input for x is expected to be in the range [-100,100] (i.e. negative 100 to positive 100, inclusive), representing the roll axis of the controller.  The output of the function returns a value that's used as the set point for the PID controller to determine the desired roll rate of the aircraft.

Thank you, sir!
Good to know I haven't completely forgotten all that I learned. And yes, I should have written f(x) out as either F of x, or Function X equals... I just got lazy. Thanks for the correction :) And for the rest of the information as well,of course.
Pat☺
Title: Re: New FSXBA Hornet
Post by: Azframer on September 01, 2015, 09:46:09 pm
I have no engine sounds at all with any of these planes, all other bell whistles dings bings even wind in high G turns work though. Also with all D models one burner lights, left burner and it looks great, other almost looks like tracers from gun fire out the front.
The planes fly great, very crisp feels more real in the rolls, but very easy to get the plane to depart during low speed high G's low altitude.
The only D models showing on aircraft select screen are the Blue Angels. Would the textures need to in the folders for the D model, I noticed the textures were in the Blue Angel folders but only a thumbnail for for the rest.
I would lie to see the plane meant to be D textures only in a D model and those that are C models to be a C model. If I can learn to set it up so I will do that. Kea has pictures posted of his C and D models.

Rick
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 01, 2015, 11:05:41 pm
Quote
I have no engine sounds at all with any of these planes,
In the plane's Sound folder, open the sound.cfg file. It reads alias=..\..\FA-18C_FSXBA2015 15.6 Training\sound. Change it to read alias=\FA-18C_FSXBA2015 15.6 Training\sound.
Note the deletion of the ...\...
The sound will now work, obviously, presuming you have the Training version installed.
This will work for all the planes.

Now for my observations  ;)
I tried to launch off a carrier. I got set up correctly, launch-bar lowered, hit SHFT+I, the holdback locked in normally, JBD came up, flaps 1/2, pressed little trim button on the Rudder Trim knob, pitch trim now 10.6. All normal. When I began advancing the throttle, once I got above about 75% or 76%, the holdback failed and I moved SLOWLY forward out the little box on the deck, and the JBD went down. I tried it again, same result. If I hit SHFT+Spacebar, the cat would fire,  and if I was quick enough I could go full throttle during the stroke for a "launch". It's still not right though. Is there some place I can increase the holdback bar's "strength" or whatever it's called?
I gave up on carriers, for now.

During a PA I set up to Coupeville, it flew wonderfully. Roll and pitch rates are very controllable. All very nice now. EXCEPT: the autothrottle doesn't work.
I looked in the Panel.cfg file and found this: //gauge21=FCS!Autothrottle,.
WHY is the gauge remarked out? Is it not ready yet?
Mr. Orion wrote In addition to AUTO_THROTTLE_ARM (Shift+R by default) you can use the ATC button on the hard to click side of the throttle in his post.
I thought he meant the autothrottle was up and going. Did i misunderstand?
It's easy enough to fix, just need to delete the two "//" marks. Should I do this?

And lastly, my usual complaint about the Gear/Flaps indicator lights being too bright, and the speedbrake (etc) lights too dim to see at night  :P I am certain it will be fixed in due time.

Great to see the AOA indicator working properly now, though! Thank you for all the hard work on that!
Overall, a fantastic plane. It's a joy to fly in all regimes. Turns are tight, but look correct. I still can't fly knife-edge though. I'll work on it.

Great work, and a huge THANK YOU to all that were involved!  :D  :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: whiteside on September 02, 2015, 01:14:01 am
Quote
I have no engine sounds at all with any of these planes,
In the plane's Sound folder, open the sound.cfg file. It reads alias=..\..\FA-18C_FSXBA2015 15.6 Training\sound. Change it to read alias=\FA-18C_FSXBA2015 15.6 Training\sound.
Note the deletion of the ...\...
The sound will now work, obviously, presuming you have the Training version installed.
This will work for all the planes.

Now for my observations  ;)
I tried to launch off a carrier. I got set up correctly, launch-bar lowered, hit SHFT+I, the holdback locked in normally, JBD came up, flaps 1/2, pressed little trim button on the Rudder Trim knob, pitch trim now 10.6. All normal. When I began advancing the throttle, once I got above about 75% or 76%, the holdback failed and I moved SLOWLY forward out the little box on the deck, and the JBD went down. I tried it again, same result. If I hit SHFT+Spacebar, the cat would fire,  and if I was quick enough I could go full throttle during the stroke for a "launch". It's still not right though. Is there some place I can increase the holdback bar's "strength" or whatever it's called?
I gave up on carriers, for now.

During a PA I set up to Coupeville, it flew wonderfully. Roll and pitch rates are very controllable. All very nice now. EXCEPT: the autothrottle doesn't work.
I looked in the Panel.cfg file and found this: //gauge21=FCS!Autothrottle,.
WHY is the gauge remarked out? Is it not ready yet?
Mr. Orion wrote In addition to AUTO_THROTTLE_ARM (Shift+R by default) you can use the ATC button on the hard to click side of the throttle in his post.
I thought he meant the autothrottle was up and going. Did i misunderstand?
It's easy enough to fix, just need to delete the two "//" marks. Should I do this?

And lastly, my usual complaint about the Gear/Flaps indicator lights being too bright, and the speedbrake (etc) lights too dim to see at night  :P I am certain it will be fixed in due time.

Great to see the AOA indicator working properly now, though! Thank you for all the hard work on that!
Overall, a fantastic plane. It's a joy to fly in all regimes. Turns are tight, but look correct. I still can't fly knife-edge though. I'll work on it.

Great work, and a huge THANK YOU to all that were involved!  :D  :D
Pat☺

I dont see that file in the training FA18C folder. Help! No sound or any other effects.
Will
Title: Re: New FSXBA Hornet
Post by: Azframer on September 02, 2015, 01:19:53 am
Thanks Pat on the sound that was the ticket. I was looking at the config file for the afterburner and they both look the same from the C and D model config file unless I am missing something.
I was looking into trying to fly knife edge myself, I had never tried it before, the nose just drops off even with full rudder. So in level flight I gave full rudder just to see how much rudder authority it has and it barely twitches either direction. I saw a line for the rudder in config file not sure if I should change this rudder_effectiveness   =    0.60 Not knowing if it should be in air file instead?

None of my comments are dogging anything just pointing out what I am seeing. It is coming along great, it seems to fly better everytime a new one comes out.
Thanks for the hard work and the time put into this project.

Rick

Edit=
Whiteside the Training folder of the C model should have all your sounds, just go to all other plane folders in the sound folder and change that line in there in the sound config as Pat was saying to alias=\FA-18C_FSXBA2015 15.6 Training\sound it says this now in the sound config alias=..\..\FA-18C_FSXBA2015 15.6 Training\sound
Title: Re: New FSXBA Hornet
Post by: Orion on September 02, 2015, 02:05:55 am
All very nice now. EXCEPT: the autothrottle doesn't work.

As stated in a previous post, you must install the Visual C++ Redistributable for Visual Studio 2015 (https://www.microsoft.com/en-us/download/details.aspx?id=48145) in order for the newest version of the FSXBA Hornet FCS (i.e. HornetFCS.dll) to function.  Automatic throttle control is now a function of the FCS, and is thus subject to the aforementioned requirement.

I looked in the Panel.cfg file and found this: //gauge21=FCS!Autothrottle,.
WHY is the gauge remarked out? Is it not ready yet?

Because automatic throttle control is now a function of the FCS, use of the XML autothrottle gauge is depreciated.  In fact, as long as you're running new FCS, you shouldn't have the XML gauge enabled in order to ensure prevention of any conflicts.

Mr. Orion wrote In addition to AUTO_THROTTLE_ARM (Shift+R by default) you can use the ATC button on the hard to click side of the throttle in his post.
I thought he meant the autothrottle was up and going. Did i misunderstand?

What I wrote is correct and you interpreted it correctly.  See above.

It's easy enough to fix, just need to delete the two "//" marks. Should I do this?

Given what was said above, absolutely not (unless you want to use the old XML autothrottle and potentially introduce conflicts). :P  Instead, install the Visual C++ Redistributable for Visual Studio 2015 as linked above to allow the new version of HornetFCS.dll to function.

Edit: If the above doesn't resolve anything, replace your HornetFCS.dll with this version: https://dl.dropboxusercontent.com/u/19121193/FSX/FSXBA/Public/HornetFCS.dll

Edit 2: If that still doesn't help, make sure that you downloaded and installed the 32-bit version the Visual C++ 2015 Redistributable (vc_redist.x86.exe), as HornetFCS.dll is built for 32-bit platforms.
Title: Re: New FSXBA Hornet
Post by: whiteside on September 02, 2015, 02:36:07 am
Brown aggressor CLEAN D MODEL WITH SOME Vape EFFECT ROCKS!!!!!
Nice Job! Are you guys using Rift and ButtKicker? I am still trying to find the vibration felt with the pre 15.2 version.
Will
Title: Re: New FSXBA Hornet
Post by: whiteside on September 02, 2015, 07:05:18 am
AZFRAMER thanks that got it!
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 02, 2015, 07:33:11 am
AHA!!
I run a 64 bit system, so I DL'd and installed the 64 bit version of the Visual C++ software. NOW I see where I went wrong. Thank you very much, Mr. Orion, sir! Will they run side-by-side, or are they mutually exclusive? Well, I'll get the 32 bit and let y'all know :)
Thank you again. Appreciate the help.
Pat☺
Title: Re: New FSXBA Hornet
Post by: Orion on September 02, 2015, 09:11:12 am
Since you're using a 64-bit operating system, you should be fine having both the 32-bit and 64-bit versions of the Visual C++ Redistributable installed simultaneously.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 02, 2015, 07:50:10 pm
Thank you, Mr. Orion, sir! You are correct, both versions of the Visual C++ are now running, and the auto-throttle works perfectly. Was it the new HornetFCS.dll? The 32 bit Visual C++? Who knows :D It works, is all I know. I could test them individually, but no time today. Gotta take a little trip into town.

Anyway, Mr. Azframer, sir, I am glad I could help out a little bit :D. I try harder, as the ad used to say.

And once again, Mr. Orion, many thanks! Your assistance is invaluable and most appreciated.

Pat☺
Title: Re: New FSXBA Hornet
Post by: Orion on September 02, 2015, 08:18:59 pm
Glad it's working; have fun flying! :)
Title: Re: New FSXBA Hornet
Post by: whiteside on September 02, 2015, 09:02:40 pm
A couple of observations now that the shock has worn off a little.
Jet is top shelf.
I fly a lot from the back seat.
Are you guys able to make the HSI, HUD and ILS work in the back seat on the DDI's?
Do you guys see the TACAN on the HSI? I dont see how to display it.
I get a pitch up and down near the MACH at a freq of about 1.5 per sec. Rudders jumping around as well.
Thanks for the hard work.
BTW, I think the vibration(airflow seperation) I was getting from the 15.2 version was my accufeel v2.
Title: Re: New FSXBA Hornet
Post by: Azframer on September 03, 2015, 03:28:41 am
Did I miss something on the D model, I mentioned it before that only the Blue Angel D models are showing up on the select aircraft screen. Or is it my machine that is causing it, same as the afterburner, it does not show at the rear and shows up  up front and looks like tracers for the gun.

Thanks
Rick
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 03, 2015, 09:30:57 am
Quote
...same as the afterburner, it does not show at the rear and shows up  up front and looks like tracers for the gun.
You gotta admit though, Rick, that that's a really cool look :D I'll take a look and see what I can see. Placing effects I can do.

I probably messed up the PID controller for the rudders, but I changed the line rudder_effectiveness   =    0.75 in the [flight_tuning] section of the aircraft.cfg to what you see here. To make the rudders hold the nose perfectly will take a tiny more adjustment, maybe up to 0.77 or there-abouts. BUT, now I can make a knife-edge flight, a "multi-point" roll (4 point, 8 point, etc etc) without the nose falling through. Makes doing a slow roll, or barrel roll, much smoother also.

Did I mess up the settings for the rudder's PID controller? Probably, but it turns the same, nicely coordinated, no sideslip. I'll look at the .air file, though. I recall a setting in there to make the rudder work...more? Something along those lines. I need to re-read THE Pdf (The .air file bible).

I may also experiment with the PID settings, to try to achieve the same result, but I don't do real well on those. YET. It's a learning process, is all. Time time time...

Question, though, on a whole different subject: I noticed that the parasite_drag_scalar   = is the same for all the aircraft.cfg files. I thought Peter found that each configuration, Training, A-G, etc, had a different number for that line, due to the goodies on the wings, sponsons, and so on, much like all the station loads and the MOI's. Is that changed, or have we just not gotten to that point yet? Or are all the different numbers not needed due to another reason? I am just wondering.

This plane (as it is!) really rocks! It is stable, agile, and hostile. Next, I start chasing AI planes around the sky, to work intercepts and BCM. Should be fun.
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 03, 2015, 02:30:14 pm
Few things here...

Knife edge:  To be honest, gonna have to look into this one a little more.  I personally have yet to see an F/A-18 do a sustained knife edge with the use of rudders to hold altitude.  I know the Blues don't do it and all of the knife edges that I've seen by Hornets have all been based on ballistic trajectory, which creates a shallow arc as the maneuver is executed (Blue Angels included).  The knife edge pass and slow roll are both maneuvers demonstrated by the Thunderbirds and their F-16.  However, I will continue to do some digging on this and correct if needed.

Parasite Drag:  Great point.  No I have not adjusted drag for stores just weight.  I will take a look at what Peter has and make adjustments as necessary.  I'm interested to know what method he used to calculate the drag values.

Back Seat:  Although I did include the 2-seater in the latest release, don't expect much work to be done on it due to the lack of access to the 3D model.  What you see is what you get.  The vast majority of my time (99.9%) is spent working on the single seater.  As far as I know, the displays in the rear seat are simply repeaters of the front seat.

Performance at Mach:  I'll take a look at this one when I get some time.

2-Seater Effects:  Same here, I'll take a look and fix when I get some time.

Just as a heads up, I will be executing my Change of Duty Station orders here in a few weeks.  Will be leaving Virginia and heading out to Hawaii for the next few years.  With that said, progress on the jet will be slowed for a bit due to the packing, moving and shipping of household goods.  I'll try my best to correct the aforementioned problems and push out a "cleanup release" prior to leaving.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 03, 2015, 07:02:55 pm
Quote
...all of the knife edges that I've seen by Hornets have all been based on ballistic trajectory, which creates a shallow arc as the maneuver is executed (Blue Angels included).
Well, that explains what I was doing wrong. Thank you, Jimi! I've said it before, and will again, my real-world Hornet experience is less then nil, so I probably make assumptions I shouldn't. Like a level, knife-edge or point roll. I completely believe you, of course, and will immediately return the rudder value to what it was. Having said that, it does seem like the rudders are a little "weak" in their authority. Even just trying to yaw slightly in level flight takes a full deflection. This may be perfectly normal for the F/A-18, but you'd think with two immense control surfaces...Perhaps the way the FCS is designed, or even the airframe overall, limits their authority other than during turns. I just don't know. I'll try some crosswind approaches (within stated tolerances, naturally), and see how things go.

Quote
Parasite Drag:  Great point.  No I have not adjusted drag for stores just weight.  I will take a look at what Peter has and make adjustments as necessary.  I'm interested to know what method he used to calculate the drag values.
I believe he utilized the CS values, at least as a starting point. I know for sure the final (So far) NH version he put out has some notes on that in the aircraft.cfg. Glad I could shed some light on this little bit of this wonderful bird, though!

Quote
Just as a heads up, I will be executing my Change of Duty Station orders here in a few weeks.  Will be leaving Virginia and heading out to Hawaii for the next few years.  With that said, progress on the jet will be slowed for a bit due to the packing, moving and shipping of household goods.  I'll try my best to correct the aforementioned problems and push out a "cleanup release" prior to leaving.
Take your time! Real life, where-ever that may be now, is vastly more important than a Sim, in my mind. I hope you have a great time in Hawaii. My family went there every year for vacation when I was growing up. It pays to have an airline pilot for your father :D If you're any kind of surfer, try North Shore Kauai. It ROCKS!! No matter what you enjoy, have a good time there, though. Just beware, the cost of living is outrageous. Ohh, but the food is incredible, and once you're accepted, the people are wonderful. Just don't try to invade a beach "claimed" by locals. It can lead to some bad situations. Ask, before you swim, so to speak :) I almost got an unaccompanied tour there as my last assignment, but I didn't want to leave my family for 2 years, so I got sent to Beaufort SC instead. WHY does the Corps pick horrible places for their bases???
Have a wonderful time, no matter what. It really is paradise. Total antithesis to what you've been used to in VA, especially as far as weather goes! I was lucky enough to spend a summer in Virginia Beach, going to school on a system I'd been working on for 5 years so I could get an official change of MOS. Had a great time. Challenged the course first week there, spent the rest doing whatever I felt like :D Just had to maintain their training bench for them.

Pat☺
Title: Re: New FSXBA Hornet
Post by: Dman on September 06, 2015, 01:00:47 am
I sorted out the sound issue with the D models.. Thanks to the wealth of info here.. But can anyone help me with the visual effects.. I have none.. I have the C training model installed.. Which is really the only one I fly.. I am missing the burner effects and the LEX vapor.. They worked in 15.2..I'm not sure if there is a config setting that is missing...

Thanks!!!
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 06, 2015, 07:43:49 am
Hi DMan!
Did you put the effects in the Training model's zip file into the Effects folder? Remember, there is both an \Effects\Texture and plain old \Effects folder to unzip and place. IE: place the zip file's \effects\texture folder's contents into your \FSX\Effects\Texture folder and the zip file's \Effects folder's contents into the \FSX\Effects folder.
I think they changed some of them, so if you just ASSumed (like I seem to do :D ) they are all the same as they always have been, you may be making a false presumption.
Just trying to think of what may be the problem.
I am wondering if the Effects in a particular model (Clean, A-A, whatever) may have the same problem the Sound folder did. I'll look and see what I can see...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Dman on September 06, 2015, 01:08:32 pm
Thanks Pat..
I will re install the effects into the effects folder.. I do sometimes omit that step because I figured the updates didn't include the eye candy.. Thanks again
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 06, 2015, 08:45:38 pm
Well, it dawns on me, that since the different versions of the C model All use the same panel (\training\Panel.fleet) but each has it's own aircraft.cfg, could it possibly be a slight problem in the Panel.cfg calling for an effect that is not included in the aircraft.cfg? Maybe in the [smoke] section. That seems to be where all the effects reside, but are controlled/called by the Panel.cfg.
I have no idea what all this is leading to just thinking out loud, so to speak, and trying to figure out your problem.
Are the effects you want only in the D model? Maybe the panel.cfg they point to doesn't have the proper effects .XML file calls? IE: do the effect "gauges" in the panel.cfg have the same entries for effects as in the C model's Panel.cfg? I haven't DL'd the D model, but I was pretty sure this was all just limited to the C models?
Or do I just have way too much blood in my coffee system, and need to be quiet, now...
Sorry. Rambling. I'm going to get more coffee...
Pat☺

EDIT: Very late edit. I re-re-re-read your previous posts, Dman, now that it's late and I've had plenty of coffee. I will stick to my previous thought about the the effect, to wit: make sure you install the newest ones. I realized you were talking about the C model, not the D models.
Having said that, and I am not sure of the significance, I did notice the two-seater have two lines added to the [Effects] section of their aircraft.cfg files that aren't in the C models, BUT seem to be duplicated in the [Smoke] section. in the [Effects] section are
vaportrail_l=fx_vaportrail_l  
vaportrail_r=fx_vaportrail_r,
and in the [Smoke] section are
smoke.9=-19.00, 0.00, 1.50, fx_F18_FSXBA_MedG_LEXVapor_L
smoke.10=-19.00, 0.00, 1.50, fx_F18_FSXBA_MedG_LEXVapor_R
Do they interfere? Do they both need to be present for the LEX effect? I have no clue. I'll do more research as soon as I can! Bear in mind, that is in the two-seaters, not the single-seaters.

EDIT II: Ok, I looked. Please disregard everything I have said except for the part about installing the newer effects. Effects aren't my strong suite, although I'm learning fast now. I apologize for wasting your time. I need to check a few things, but can't get to that until tomorrow. More then!
Pat☺
Title: Re: New FSXBA Hornet
Post by: Dman on September 07, 2015, 01:07:27 pm
Thanks Pat...
No worries.. I'm away from home for a few more days.. I enjoy reading brainstorming ideas.. Keep them coming..
Title: Re: New FSXBA Hornet
Post by: Corvette99 on September 07, 2015, 04:14:10 pm
I've noticed I keep getting "Unauthorized aircraft modification error, disconnecting" , and then loose multiplayer connection. Happens on the C & D in multiplayer. Works fine in free flight though .
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 07, 2015, 11:24:03 pm
Whew!  Sorry guys for the late response.  It's been very busy as of late.  I'll take a look at some of the issues mentioned recently. 

A few things:
-I didn't change any of the effects.  Might be a conflict between the effects listed in the aircraft cfg and the effects gauges.  I'll take a look when I get a chance.

-As for the unauthorized aircraft issues, is this while using TACPAC?  With certain TACPAC settings, this jet will be booted due to it not being registered with VRS.  Only other reason I can think of for this jet to get booted is due to a high packet count for servers that monitor such things.  But....I've tested these jets for packet flooding, and the count is pretty low...about 150 - 160 or so per 30 seconds.  That pretty much on par with the Acceleration Hornet.

Thanks for the feedback.  Keep'em coming!
Title: Re: New FSXBA Hornet
Post by: Corvette99 on September 07, 2015, 11:53:06 pm
Must be my TacPack settings . Didn't even think of that ! Thanks Jimi !!!
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 08, 2015, 09:20:46 am
Hi Jimi!
Always good to hear from ya :D I know you're very busy, with the PCS coming up, so any time you give even the forums alone is appreciated.
I looked some, but effects, as i mentioned, aren't my strong suite. I'll keep trying to figure the situation out, for all the good I've done so far. I do know for a fact that the NH v2.3.0 effects work fine, so I'm working off that as an example. Maybe not a great idea, but all I can think to do.
Have a great time moving to Hawaii! I know it's not easy...
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 08, 2015, 12:11:55 pm
Pat,

Thanks for the good words.  Much appreciated.  Maybe you can help me out.  Can you take a glance at the smoke section in the cfg of the training bird and compare it with the smoke sections of the other variants (with the exception of the Blue Angels)?  They should all match.  If not, copy and paste the smoke section from the Training variant and apply to the others.  That should fix it.

Please let me know if that works.  Thanks.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 08, 2015, 08:27:42 pm
No problem! Just a head's up though, as far as I recall, the Training model has the same problem. I shall recheck though.  I have a horrible memory.

Just a note: I DO know Peter's NH model v2.3.0 effects are fully functional, LEX, wing-tip, engine, the works. Always presuming the correct conditions for the correct effect are met, naturally. Easy enough to set up.
Point being, of course, that perhaps I can utilize Peter's A)[Smoke] section or, if that doesn't work, B) the different XML files from his FX folder and the Effects portion of his panel.cfg, one at a time, naturally, to try and get yours going.
I'll post my results, and, on the vague, off chance I manage to find something, what I do to get it.

Have fun! The next few weeks should be a real adventure for you :) I don't know if you plan of shipping your vehicle(s), if any, over there, but just wait. [/sarcasm on]That in and of it's self is a joy to accomplish.[/sarcasm off]

Talk again soonest!
Pat☺
Title: Re: New FSXBA Hornet
Post by: whiteside on September 08, 2015, 09:18:39 pm
Are you guys able to display tacans on DDI?
Title: Re: New FSXBA Hornet
Post by: whiteside on September 08, 2015, 09:19:48 pm
Btw, in the training brown camo  27 hornet I get effects in backseat not front. Thanks for all of the hard work on this jet!
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 08, 2015, 09:45:30 pm
Quote
Are you guys able to display tacans on DDI?
Don't know. You use the left one? I'll look. I presume you mean put a Tacan in on the UFC, hit enter, and see the Triangle and CSL line for that Tacan? Or do you mean just display Tacan locations, like you can airport on BCN locations on the HSI with the little button on the lower left? Just making sure I know WHAT to look for :D

Jimi!
I think I found the Effects problem. All the Effects XML's in the FX folder call out the wrong [Smoke] line numbers. Like LEX are called, in the XML, to be lines 10 and 11 in the [Smoke] section, but when you moved the Flare effect, it changed ALL the line numbers, so the XML's are should be calling 9 and 10.
Just take a glance at each XML, and compare it to the [Smoke] line numbers and you'll see what I mean. I am going to try and put the NH model's [Smoke] section in, adjust the Flare Cut Off XML for hte new line number, and see if everything works. I may be way off on this, but it looks to my pea-brain like this is where the problem is.
I think either ALL the line number call-outs in the XML's need to be adjusted, or the [Smoke] section line numbers do. Since I am slowly learning about XML's I can TRY either method, but it seems to me that adjusting the [Smoke] line numbers to match the newer XML's is the easiest.
Examples:

Excerpt from Vapor.XML in the FA-18C_FSXBA2015 15.6 Training\panel.fleet\FX folder:
(L:Vapor Calculator, number) 1 &gt;
(A:SMOKE ENABLE:10, bool) ! and
(A:SMOKE ENABLE:11, bool) ! and
if{ 10 (&gt;K:SMOKE_ON, enum) 11 (&gt;K:SMOKE_ON, enum) } els{  }


Excerpt from the FA-18C_FSXBA2015 15.6 Training\aircraft.cfg [Smoke] section:
smoke.9=-19.00, 0.00, 1.50, fx_F18_FSXBA_MedG_LEXVapor_L
smoke.10=-19.00, 0.00, 1.50, fx_F18_FSXBA_MedG_LEXVapor_R


Once again, I may be way out in left field about this, but I thin this is the Effects problem.
As you asked, I did compare the Clean and Training models of your v15.6 [Smoke], and both are identical. Spelling is correct, and the line numbers in both are the same. Since the other models, A-A, Clean, and so on, all use the Training model's Panel.cfg via aliasing, they ALL have the same problem.

I hope all this helps out a little. Let me know if you want me to make changes in either [Smoke] or the XML files. Those I can't promise about, but aircraft.cfg's I'm pretty good at... :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: Azframer on September 09, 2015, 12:25:16 am
Well I had issues with Blue Angel D model not showing afterburner correctly. I opened config and cut all D models and moved to Blue Angel config. I cut and moved all textures for Blue Angel D model and moved to Blue Angel folder. I copied the models for D models the the folders as well and all works fine for Blue Angels now.

D model Fleet still did not show on selection screen at all none clean none Training. Model Folders in D model were Training or Clean I changed the names to Model.D_Training and Model.D_Clean and changed the same in the config file and all show up as Training now no Clean version show up, afterburner did look fine though. So I am closer than I was.
Going to double check the config file again and make sure I did not make a mistake putting Training on the Clean config file now.

Rick
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on September 09, 2015, 02:17:34 am
Hi everybody, I'm finally back online. Just got my new connection yesterday.

Pat:
I adjusted the smoke effects in order to be consistent for all FS, NH and CS mods, to facilitate changes/maintenance. When you look at the cfg and xml files you will notice that the numbers calling each effect are off by one number between the files, as far as I remember, due to the fact that the enumeration of effects in the cfg file starts with the number zero and not one. I hope this helps!
One other thing that kept bugging me was the fact that the gun and flare effects were always triggered simultaneously, with the key 'i'. I really would like to differentiate between these if somehow possible.

Jimi:
- Due to several new projects I'm currently very busy at the moment and will be in the foreseeable future. Concerning the promised texture updates - I promise to deliver, but it will be probably around next year, so please bear with me on this one. I did not even have time to check out the new versions you have recently released, I'm barely following forum posts. By the way, congratulations concerning you move to Hawaii for the next years. Best wishes, and I hope you have the time of your life!
- From several forum posts I just read, if I understand them correct, I assume that you have choosen one model version (A-A, or trainer) to include all the textures, other version models will need to be referenced/aliased to. I do not know if you have had time to take a look a the referencing/aliasing structure I choose for the NH version mods. It will in effect allow people to customize their own installation, e.g. if one only wants the Zuni and the GBU version to be present, one simply deletes all the other version folders while retaining the main version folder that contains the textures etc. At that time being it seemed to me the most simple approach, trying to put all the textures etc. in one general folder each version will reference to. This also facilitated later the introduction of customized air and cfg files for each single model version. Just a suggestion that came to mind when I read the posts.

Best regards,
Peter
Title: Re: New FSXBA Hornet
Post by: whiteside on September 09, 2015, 05:27:16 am
Quote
Are you guys able to display tacans on DDI?
Don't know. You use the left one? I'll look. I presume you mean put a Tacan in on the UFC, hit enter, and see the Triangle and CSL line for that Tacan? Or do you mean just display Tacan locations, like you can airport on BCN locations on the HSI with the little button on the lower left? Just making sure I know WHAT to look for :D

Jimi!
I think I found the Effects problem. All the Effects XML's in the FX folder call out the wrong [Smoke] line numbers. Like LEX are called, in the XML, to be lines 10 and 11 in the [Smoke] section, but when you moved the Flare effect, it changed ALL the line numbers, so the XML's are should be calling 9 and 10.
Just take a glance at each XML, and compare it to the [Smoke] line numbers and you'll see what I mean. I am going to try and put the NH model's [Smoke] section in, adjust the Flare Cut Off XML for hte new line number, and see if everything works. I may be way off on this, but it looks to my pea-brain like this is where the problem is.
I think either ALL the line number call-outs in the XML's need to be adjusted, or the [Smoke] section line numbers do. Since I am slowly learning about XML's I can TRY either method, but it seems to me that adjusting the [Smoke] line numbers to match the newer XML's is the easiest.
Examples:

Excerpt from Vapor.XML in the FA-18C_FSXBA2015 15.6 Training\panel.fleet\FX folder:
(L:Vapor Calculator, number) 1 &gt;
(A:SMOKE ENABLE:10, bool) ! and
(A:SMOKE ENABLE:11, bool) ! and
if{ 10 (&gt;K:SMOKE_ON, enum) 11 (&gt;K:SMOKE_ON, enum) } els{  }


Excerpt from the FA-18C_FSXBA2015 15.6 Training\aircraft.cfg [Smoke] section:
smoke.9=-19.00, 0.00, 1.50, fx_F18_FSXBA_MedG_LEXVapor_L
smoke.10=-19.00, 0.00, 1.50, fx_F18_FSXBA_MedG_LEXVapor_R


Once again, I may be way out in left field about this, but I thin this is the Effects problem.
As you asked, I did compare the Clean and Training models of your v15.6 [Smoke], and both are identical. Spelling is correct, and the line numbers in both are the same. Since the other models, A-A, Clean, and so on, all use the Training model's Panel.cfg via aliasing, they ALL have the same problem.

I hope all this helps out a little. Let me know if you want me to make changes in either [Smoke] or the XML files. Those I can't promise about, but aircraft.cfg's I'm pretty good at... :D
Pat☺
Pat, Yes!
I put the TACAN CHANNEL in the UFC under TACAN and I have the HSI being displayed on the right DDI. I have Tacan selected and I see the DME displayed on the HUD. What I dont see is the TACAN displayed on the DDI.
What am I doing wrong?
Thanks
Will
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 09, 2015, 07:32:41 am
Hi Will! (last question first :D )
Ok, I am not sure, but have you tried inputting the frequency (not the TACAN number) on the UFC? A number of TACAN entries don't always show properly unless you input TACAN stations as frequencies. IE: Instead of 38X, you have to plug in 11115 (enter) to get the right response.
Unless of, course, I am missing the point (which is always a likelyhood!). Could you possibly post a screenshot with what you say should be there pointed out somehow? An arrow, circle or something like that? I know, it would be on an empty spot, but I do a lot better with visuals. I only read it for the pictures, kind of thing :D

Peter, Great to see ya again! Glad you're back, and don't bother yourself about working to hard. I know how hard it can be to balance real life vs a sim, believe me! And to me, Real life (wherever that place is) is always first and foremost :)

Let me make sure I am getting this right: The line in the XML calling, say, Smoke 11, would actually be referring to line number 10, due to the XMLs calling out starting at smoke_1 and counting up and the [Smoke] section starting at line number 0, not 1.
If that's correct, please disregard my previous post :D I thought I was on to something there. Oh well, back to the old drawing board, as they say.

Still looking! will work more on it. I'll post what I think I find LOL!
Great night and fun flights to all!
Pat☺
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 09, 2015, 09:40:58 am
HEADS UP!
STEAM just issued an update (v.62615, dated Sep.8) that did SOMEthing to the Simconnect libraries, according to what I could catch. NOW version 15.6 has very limited pitch authority and NO roll authority at all, keyboard OR joystick.
I re-installed Simconnect version 10.0.62615.0, which had, up until this update, worked perfectly. I also installed the newest FSUIPC, version 4.9.4.4 or 4.944, however you choose to see it, as the update message indicated.
I also Re-installed the three Legacy versions of Simconnect.
No help. Still no roll, limited to no pitch.
That's as far as I've gone.
HELP!!!!! Please  ???
Below I included a link to the newest FSUIPC and the Steam Update message, in that order.

Quote
Install complete FSUIPC version 4.944a
http://forum.simflight.com/topic/66139-updated-modules/ (http://forum.simflight.com/topic/66139-updated-modules/)
http://steamcommunity.com/app/314160 (http://steamcommunity.com/app/314160)

Will, I'm trying :D
Can you point out, on one of the pictures below, what's missing? The TACAN is set for KNRA (Coupeville FCLP field, near Whidbey Island) freq: 108.30, TACAN: 20X. If I'm not looking for the proper thing in the right place, let me know  :)

Pat☺
Title: Re: New FSXBA Hornet
Post by: whiteside on September 09, 2015, 11:29:39 am
Thanks Pat, I get "OF" which I am assuming is OFF where you have ON on your UFC. How do I turn OF to ON? If I select a C172 and then come back into the FA18 I see it is now ON. I input 20X in the TACAN and T/R "Transmit/Receive is selected and I get nothing. Do I need another scenery pack? I can bring up CVV Penn Cove nearby but still no TACAN SYMBOL on HSI, just the T inside the triangle on the outer ring of compass rose like your second picture. Your first pic shoes TACAN ID's on the Left DDI, how do you get those? Thats what I am trying to achieve. Also, your digits look smooth and connected, a different font than I have. Its almost like you have some form of upgrade to your cockpit?
Will
Title: Re: New FSXBA Hornet
Post by: Mattieduck on September 09, 2015, 12:52:14 pm
hi I have recently downloaded the fsxba hornet and some raaf textures for this aircraft from this same thread however the aircraft flight model will not load u it comes up wit error saying unable to load flight model any suggestions
Title: Re: New FSXBA Hornet
Post by: Azframer on September 09, 2015, 05:12:13 pm
hi I have recently downloaded the fsxba hornet and some raaf textures for this aircraft from this same thread however the aircraft flight model will not load u it comes up wit error saying unable to load flight model any suggestions
Mattieduck I downloaded all of the files and installed them all but I never could see any of the D models except the Blue Angel D models. It was when I changed the config file around and changed this line:
sim=../FA-18C_FSXBA2015 15.6 Training/FA-18_15.6_flt
To:
sim=../FA-18D_FSXBA2015 15.6 Training/FA-18_15.6_flt
After doing that my D models showed in selection screen in FSX but when I selected them and clicked details it came to a blank black preview screen, I continue anyhow, once I clicked Fly Now however I got the same error message you got.
Something is telling me you might not have all required files maybe.
I had issues with the only D models to show in selection screen was the D model Blue Angels, when I flew those the right side afterburner did not work, it appeared as a gun effect out the front.
My last comment tells how I got all planes showing even though I don't really have a clean version of the Fleet D model.

Rick

Edit= Since then I did change that line back to:
sim=../FA-18C_FSXBA2015 15.6 Training/FA-18_15.6_flt
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 09, 2015, 08:04:08 pm
Hello, Will, and a lovely good morning to ya.  :)
First, no I don't have any really new cockpit updates or anything. I had the latest textures from Mr. Azframer (for which I am MOST grateful), but they were included in the v15.6 downloads. So, no, nothing new. Must just be different systems, maybe? Textures are FAR from my forte.
Quote
If I select a C172 and then come back into the FA18 I see it is now ON. I input 20X in the TACAN and T/R "Transmit/Receive is selected
The answer is contained in the question, as my sensei used to tell me, which I always found bloody frustrating. First and foremost, yes, I use a add-on scenerey from FlightSim.com, zip file name KNRA_FCLP.zip. Most importantly, though, is that you're still plugging TACANs into the UFC as a TACAN, not a frequency. When you switch to the Cessna and back, it's converted to frequency, then to TACAN. If you put it into the UFC as a frequency, I believe your troubles will be fewer. Instead of 20X, punch in (in this case) 10830 (enter). It's a bit of trouble the UFC has always had. It will also indicate OF until you are in-range, and some of them, you need to be off the ground, sometimes as far as 1200', although the closer you get, the lower they show. I am pretty sure, though, your problem is HOW you enter the input on the UFC, not WHAT you enter, as in, you enter 20X, not 10830. Get used to always entering frequency. Every TACAN has one :D
As to the TACANs on the DDI, quick, simple, easy, and painless, and you're gonna kick yourself when you hear this :D If you look at the lower left area of the DDI, when HSI is boxed (either side's display is irrelevant), you will see a softkey, OFF by default. If you look at mine, it shows TCN. Just hit the button on the outer edge, like you would to display the MENU choice in the middle of the display, for example. First click, you see TCN, second, BCN (NDB's within the display range), and so on. Display range is selected at the top center softkey, marked SEL10 in my full cockpit picture, as I have the 10 mile range selected. Each button press increases the range, until 80 miles, when it cycles back to 5 miles, the default. Every softkey has a use. Play with them. Worst thing you can do is change displays  ;D
I hope this finally clears your questions up! If not, let me know, and we'll see what we can see  8)

Mr. Azframer, sir, and Mr. Mattieduck, and a lovely good morning to you both also! It really is too, at least here, anyway.
I found that just changing the sim= line for the [fltsim.0] in the D model's to FA-18C_FSXBA2015 15.6 Training\FA-18_15.6_flt will do the trick also. Note the lack of the "../" part. Also notice the switch from the use of the front slash (/) to a backslash (\). Does it really matter? I have no idea, but I DO know there is no FA-18D_FSXBA2015 15.6 Training\FA-18_15.6_flt file, so having the D instead of a C will display an error when trying to find the plane.
I hope this helps a little bit...

Pat☺
Title: Re: New FSXBA Hornet
Post by: Mattieduck on September 10, 2015, 12:04:53 am
So it just a matter of me changing that line in the cfg what would I change it to if was was planning on flying the a model and does anyone have more recent link for this aircraft ?
Title: Re: New FSXBA Hornet
Post by: Azframer on September 10, 2015, 01:16:26 am
So it just a matter of me changing that line in the cfg what would I change it to if was was planning on flying the a model and does anyone have more recent link for this aircraft ?

These are the latest downloads, Jimi is working on moving and will be making changes upon our review of them now.
http://www.fsdreamteam.com/forum/index.php?topic=6944.msg94146#msg94146

Rick
Title: Re: New FSXBA Hornet
Post by: Kea on September 10, 2015, 10:50:53 am
Fellow Hornet lovers

I've just done a clean up of my texture drive and so have re-uploaded my texture sets now grouped by operating Air Arm instead of the mildly confusing system I had previously. Therefore, any of the old links on this forum will no longer work.

You can access all of the textures here:

https://drive.google.com/folderview?id=0B_KeMXMmL3b3WTZvVUVFOHB1X0U&usp=sharing

They are now grouped thus:

FAF (Finnish Air Force)
NSAWC (Naval Strike and Air Warfare Center)
RAAF (Royal Australian Air Force)
RCAF (Royal Canadian Air Force)
SwissAF (Swiss Air Force)
Thunderbolts (just a dirty version of the Thunderbolts textures)
TUDM (Royal Malaysian Air Force - D model only)

Each zip file has sub-folders for both the C and D models, along with some important information and *current* aircraft cfg lines (as of 15.6). I've fixed a few issues on some of the earlier paints and generally had a bit of a clean up of all the sets.

If you have any trouble downloading these or getting them to work, just sing out - something's bound to have been missed amongst all these files...

Enjoy!

**EDIT**
Since uploading I've noticed the config entries for the D models have the incorrect sim= line (model won't show).
Please remember to replace the sim= line (currently reads "sim=FA-18C_FSXBA2015 15.6 Training\FA-18_15.6_flt") with the following, as per previous dicussion here:

sim=../FA-18C_FSXBA2015 15.6 Training/FA-18_15.6_flt

Apologies for that - only applies to the D models.
Title: Re: New FSXBA Hornet
Post by: whiteside on September 10, 2015, 04:38:45 pm
Hello, Will, and a lovely good morning to ya.  :)
First, no I don't have any really new cockpit updates or anything. I had the latest textures from Mr. Azframer (for which I am MOST grateful), but they were included in the v15.6 downloads. So, no, nothing new. Must just be different systems, maybe? Textures are FAR from my forte.
Quote
If I select a C172 and then come back into the FA18 I see it is now ON. I input 20X in the TACAN and T/R "Transmit/Receive is selected
The answer is contained in the question, as my sensei used to tell me, which I always found bloody frustrating. First and foremost, yes, I use a add-on scenerey from FlightSim.com, zip file name KNRA_FCLP.zip. Most importantly, though, is that you're still plugging TACANs into the UFC as a TACAN, not a frequency. When you switch to the Cessna and back, it's converted to frequency, then to TACAN. If you put it into the UFC as a frequency, I believe your troubles will be fewer. Instead of 20X, punch in (in this case) 10830 (enter). It's a bit of trouble the UFC has always had. It will also indicate OF until you are in-range, and some of them, you need to be off the ground, sometimes as far as 1200', although the closer you get, the lower they show. I am pretty sure, though, your problem is HOW you enter the input on the UFC, not WHAT you enter, as in, you enter 20X, not 10830. Get used to always entering frequency. Every TACAN has one :D
As to the TACANs on the DDI, quick, simple, easy, and painless, and you're gonna kick yourself when you hear this :D If you look at the lower left area of the DDI, when HSI is boxed (either side's display is irrelevant), you will see a softkey, OFF by default. If you look at mine, it shows TCN. Just hit the button on the outer edge, like you would to display the MENU choice in the middle of the display, for example. First click, you see TCN, second, BCN (NDB's within the display range), and so on. Display range is selected at the top center softkey, marked SEL10 in my full cockpit picture, as I have the 10 mile range selected. Each button press increases the range, until 80 miles, when it cycles back to 5 miles, the default. Every softkey has a use. Play with them. Worst thing you can do is change displays  ;D
I hope this finally clears your questions up! If not, let me know, and we'll see what we can see  8)

Mr. Azframer, sir, and Mr. Mattieduck, and a lovely good morning to you both also! It really is too, at least here, anyway.
I found that just changing the sim= line for the [fltsim.0] in the D model's to FA-18C_FSXBA2015 15.6 Training\FA-18_15.6_flt will do the trick also. Note the lack of the "../" part. Also notice the switch from the use of the front slash (/) to a backslash (\). Does it really matter? I have no idea, but I DO know there is no FA-18D_FSXBA2015 15.6 Training\FA-18_15.6_flt file, so having the D instead of a C will display an error when trying to find the plane.
I hope this helps a little bit...

Pat☺

Great instructions Pat. Yes I feel pretty foolish not knowing about that button. I know this was not your intention. :)
I didnt know that the Receiver would show OF if the station was out of range or a freq not input.
I have the Blue Angel panel on all of my cockpits. Is there a way to go back to a stock panel?
I dont want a stopwatch in my view if possible. :)
Thanks! This is great.
Will
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 11, 2015, 07:24:02 am
Quote
I have the Blue Angel panel on all of my cockpits. Is there a way to go back to a stock panel?
Are you using the C model, v15.6? If so, do you have the Training C model installed?
I am pretty sure all the D models use the BA panel. It's integral to D model planes Model file, and can't be changed.
If you ARE in fact using C model (any loadout, ie: A-A, Clean, whatever), v15.6, and have the Training Loadout installed in the \simobjects\airplanes folder, look down the Aircraft.cfg of the plane you're having trouble with, and make certain [fltsim.X] of each individual texture has a line in it that says panel=Fleet. Then, look at your plane's Panel.fleet folder and make sure that in the panel.cfg file is a line that reads alias=\FA-18C_FSXBA2015 15.6 Training\Panel.Fleet
This should have the C model's panel in them. No stopwatch, inverted flight gauges or inverted tank switches, etc.
Hope this helps a little :)

I do apologize! I most certainly didn't intend to make you feel foolish. I tend to have very little problem with pushing every button I see to see what they do, so I mistakenly presume everyone does :D I sincerely apologize.
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 11, 2015, 02:01:30 pm
I see effects such as LEX vapor with no problem here.  I was thinking, maybe the conditions in which vapor shows up is different between Peter's version and this one.  Please keep in mind that this effect is based on environmental conditions such as ambient temperature.  Factors such as those will determine at what G the effects will appear or if they will appear at all.
Title: Re: New FSXBA Hornet
Post by: Azframer on September 11, 2015, 04:53:09 pm
I see effects such as LEX vapor with no problem here.  I was thinking, maybe the conditions in which vapor shows up is different between Peter's version and this one.  Please keep in mind that this effect is based on environmental conditions such as ambient temperature.  Factors such as those will determine at what G the effects will appear or if they will appear at all.
I have noticed that as well going from Desert Arizona to swampy Florida, the effect show quicker in Florida than Az.

Another thing with this release is Auto flaps, at startup the elevators are in the down elevator position as per usual, flaps are in up position when before I think it was half flaps(?) position. At the point of what I am guessing is a oil pressure warning goes off, the flaps finally drop to half and then go right back up. With the flaps switch on auto ( Assuming forward is auto ) I get zero flaps movement unless I ask for a position with my flight stick.
Before this version it would before start up would be in half flaps and a down elevator position, upon start elevators would go neutral and flaps would go up. I would ask for half flaps and they would retract when speeds were right for them to go up while in auto position. When I pull back on the stick flaps had all the right moves, this version I get nothing when pulling back on stick, only elevators move.
When I pull full back on the stick doing a loop it seems too precise too clean and crisp to me, more speed should be scrubbing off and it is not,AoA does not look right in doing this.
Don't take this wrong, I love this plane and all the work going into this is much appreciated, much respect, I am just saying what I see and feel helping you dial it in.

Rick
Title: Re: New FSXBA Hornet
Post by: whiteside on September 11, 2015, 05:06:51 pm
Pat! NO, I was just kidding. I really, really appreciate you  steering me right and for all of your help. I am having a ball with this!
Seriously:)
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 11, 2015, 08:17:28 pm
Az,

Did you update Visual C++ prior to installing per page 63?
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 11, 2015, 08:23:04 pm
Mr. Azframer: The flaps switch in the VC has no effect on anything. It's eye-candy only that it moves. You need to either use the F keys (F5-F8 by default) to make the flaps do anything. With no Hyds, they "droop". Does that help explain things?
Also, is, maybe, the APU on prior to starting? It will, I think, provide enough Hyd pressure to retract the flaps and make the horizontal stabilators move to match the stick position.
I think that's what you were asking, wasn't it?
Quote
...going from Desert Arizona...
I lived in Yuma for almost 30 years. Believe me, I was SO glad to be able to go away from Arizona!! I hated the place from Day 1 (Jan. 1, 1980). BLECH! I lost an eye, a wife, parts of my right arm bones there, and close to my life more than once. I HATE YUMA!  :-\   :'( >:(
Other than that, it was a great place...

Mr. Whiteside: I am really glad you're enjoying it so much! And I am glad to provide what little help I can. With Jimi moving and Mr. Orion apparently UA, they are very busy, so if I can assist in any way, I am glad to :D

Hiyas Jimi! I hope that everything is going well for you!
I will see what the temp has on the vapor effect. I thought I had the conditions met, but I know what I get for thinking...
Did you get a chance to look into my post about the latest Steam update they did? I can't use your v15.6 any more!! It's breaking my heart too, as it's SO much fun! If you have any thoughts on it, please let me know, I'm desperate for my Hornet fix... :D ;D

Have a great day all!!
Pat☺
Title: Re: New FSXBA Hornet
Post by: Azframer on September 11, 2015, 10:06:38 pm
Az,

Did you update Visual C++ prior to installing per page 63?
I am up to date on C++.
PhantomTweak
I do realize what you are saying, what I am, or should have said, the flaps do not move when using elevator at all like they did before. If I take off before with half flaps I can go full burner and the flaps will not come up like they used to when you reached the magic speed. The flaps do not drop while engines are not running like they did before.
When flap were up in level flight, when I pull the stick back the flaps worked and moved like they should, now nothing.

I am starting to feel like this is all just happening to me alone and will just become a spectator at this point on

Rick
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 12, 2015, 08:57:36 am
Ahhh, sorry, I misunderstood. I will look at mine in the AM and see what I can see, and get back to you asap  :)

And just a note to all: Either Steam fixed what they did to me, or I did. What did I do? Not a clue. But it's fixed. I am kinda suspecting that either the re-installation of the Legend Simconnects did it, the re-installation of the 32 bit version of the Visual C++, the re-installation of the Hornet for the Zip file, or one (or more) of those in combination with a number of reboots.
Just wanted to let every know, I can get my Hornet fix again  ;D

Grea
Title: Re: New FSXBA Hornet
Post by: whiteside on September 13, 2015, 04:18:56 am
Do you guys get spurrious pitch commands above 500 kias?
Then have to reset fcs to get rid of them?
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 13, 2015, 07:43:37 am
Yes! I just noticed it today when I did a Hi-low-low-hi from Miramar to Yuma to "bomb" Yuma into the stone age! MUHAHAHAH!!!
Ahem...ANYway, when I dove down for the Hi->low transition on the way in, I accelerated to about 550kias on the way down, and my pitch was bouncing up and down about 10°-15°, until I slowed to about 400kias. After I leveled at about 250'AGL I was able to speed up to mach 0.85, about 550kts, then when I did the pop-up to 1000'agl, went inverted, and dove for the delivery, it started again. I managed to pull out, slow down and get it to stop, and did the pop-up again, this time below 400kias, and no trouble, I accelerated back up to mach 0.85 again for the egress, and it never happened again.

I will experiment more tonight and see what happens...I have a couple ideas about it.
Pat☺
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 13, 2015, 08:46:31 am
Mr. Azframer, sir: Could it just be an animation problem, maybe? I didn't watch the animations, but I went to full burner and pulled hard up into a loop. Both the LEF and TEF (Leading and Traing edge flaps) Moved as they should, at least as far as the plane is concerned, as you can see by a look at the indications in the first picture I put up. Maybe you can take a look then the "problem" happens to yours, hit SHFT+8, and watch the indications of the gauge that is called up. At least it will zero in the problem. I didn't get a chance to check with the engines shut down. Did your trouble happen, as far as the flaps drooping with the engines off anyway, only when on the ground, only when airborne, both? This will also help us zero in...

Jimi, or Orion: My commanded control surface excursions only happed, oddly, during a very steep descent, usually with the speedbrake out to keep the speed under control. IE, when descending from, say for example, 25000'MSL at about 350KIS or higher, and a descent angle of about 25-40° (anywhere in there), I was getting huge control surface commands I wasn't putting in. Please see the second photo I attached. I don't know what's causing this, but I have a few ideas to try on the PID controller settings in the Aircraft.cfg. If I DO fix this problem, I an concerned at what OTHER effects it may have on the PID Controllers.
This was with either the new HORNETFCS.dll Mr. Orion posted, and the one that came with it originally, if it matters.
I will test further, and post the results!
Great flights to all!
Pat☺
Title: Re: New FSXBA Hornet
Post by: Sundog on September 13, 2015, 07:23:35 pm
Every time I try to unzip the main C-training zip the CAB file crashes the decompression. Is there a way around this?
Title: Re: New FSXBA Hornet
Post by: whiteside on September 13, 2015, 07:41:10 pm
Once mine has the pitch doublets start, I have to reset the FCS or it just keeps happening to any lower speed.
Do we have a way to fly front and back seat with multiplayer?
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 13, 2015, 08:21:00 pm
Quote
Every time I try to unzip the main C-training zip the CAB file crashes the decompression. Is there a way around this?
Which CAB file? Is it possible to unzip it to a temp folder, rather than the FSX\Simobjects\Airplanes, then move it into the proper folder? Or perhaps unzip everything except the CAB file giving you problems? Then unzip only that file somewhere else and then cut-n-paste it in? Might that file be corrupted, and if you download the zip again will clear up?
I am just trying to think what the problem might be...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Sundog on September 13, 2015, 10:38:04 pm
Quote
Every time I try to unzip the main C-training zip the CAB file crashes the decompression. Is there a way around this?
Which CAB file? Is it possible to unzip it to a temp folder, rather than the FSX\Simobjects\Airplanes, then move it into the proper folder? Or perhaps unzip everything except the CAB file giving you problems? Then unzip only that file somewhere else and then cut-n-paste it in? Might that file be corrupted, and if you download the zip again will clear up?
I am just trying to think what the problem might be...
Pat☺

Yeah, I've tried all of that. It's the FA18_HUD_Switches.CAB in the FA-18C_FSXBA2015 15.6 Training zip. Winzip states all of the files are "OK" to unzip, except it reads "unknown compressed method" at the CAB file and as a result, it doesn't unzip any of them.

I should note, even when I try just to unzip a single file from the zip, it gives me the same message regarding the CAB and won't allow me to unzip any of the files.

Maybe there is some sort of corruption going on. It turns out every single file I downloaded from the site, the last file in the zip can't be unzipped.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 13, 2015, 11:14:26 pm
Ok, I think (although seldom) that I see the trouble. Is Winzip actually trying to just extract the CAB from the overall zip, or is it trying to extract not only the main zip file, but ALSO the contents of the CAB file? If it's trying to actually extract the CAB file's contents, then it is going to be a problem, for Winzip.
It would be my advice, but that's all it is, is advice, to download and install the latest version of 7zip, either 32bit, or 64bit, whatever your current system is, and use that instead of Winzip. Just open the zip file by double clicking it, highlight the main folder, which should be the only thing visible when you open up the zip file with 7zip, and tell it to extract. It will place it where you tell it to, in this case, \fsx\Simobjects\Airplanes, wherever you FSX resides. After all, it IS a 7zip created file, and that program, to me, is much better for this than Winzip is. 4 clicks, two to open the zip file, one to highlight the folder, one to Extract. The hardest part (and this isn't really hard, I am being facetious) is telling 7Zip where to stick it, so to speak :D
Oh, you may have set the file's association to 7Zip, although I THINK when you install 7Zip, if you do, it will automatically change the associations of any 7Zip created file to the proper 7Zip program. If you permit, it will actually, I believe, change most of the compressed file's associations to 7Zip. I use it for CAB files, along with most everything else. But that's just me.
Also, if you have FSX parked in C:\Program FIles (x86), make sure you have full Administrator priveliges set for that folder at least. AND make sure you always run FSX, Winzip, and 7Zip (if you install it) as Admin.

Let me know the result, and if this doesn't fix your trouble, let me know, and we will go from there, ok? I hope this solves your troubles!
Pat☺
Title: Re: New FSXBA Hornet
Post by: Dman on September 14, 2015, 03:04:01 am
ok.. still not getting any effects for the hornet.. NO LEX vapor, NO transonic shockwave, No burner effects.. wing tip vapor shows but that's it..
I did notice on the header of the aircract config file it has a heading of:

// FSXBA F/A-18 aircraft configuration file FSX BLUE ANGELS MULTIPLAYER VARIANT
// Version 15.3 30 March 2015

isn't the version 15.6?
could that be the problem? I have copied the effects folder content back into the effects folder of P3D.. still nothing.. kinda stumped..
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 14, 2015, 07:24:00 am
Quote
// FSXBA F/A-18 aircraft configuration file FSX BLUE ANGELS MULTIPLAYER VARIANT
// Version 15.3 30 March 2015
Yes, it should be. Did you download the zip files on page 62, or on page 30-something? (I have a lousy memory. Too long on too many painkillers...)
The BA one, whatever page you got it from, has VERY limited effects active, since they fly them using multiplayer. Remember, the BA version is made for the FSX BA demo team, and, for obvious reasons (a lot of people using the same MP channels), they limited the effects to save bandwidth, or whatever it's called in MP.
To see effects, you need to fly one of the other loadouts, not the Blue Angels one. The Clean version works well. And always the C model. The only "model" they had for the D model is the BA plane, limited effects and all.  But C or D, if it's a BA paint, it uses the BA panel, again, limited effects. VERY limited. :D
And ALL the various models, and loadouts, say the same thing at the top. Jimi and Orion just didn't update those lines, is all. When I start editing the aircraft.cfg file, I always make a note of the date and actual version/loadout, so when I have a couple opened for comparison purposes, I don't get TOO confused as to whats which. And I do...
I don't know how familiar you are with editing panel and sircraft.cfg, but if you are, I can give you some ideas of what might do the trick for you, at least in the C model, non-BA paints.

Does all this help any?
Pat☺
Title: Re: New FSXBA Hornet
Post by: BoxxMann on September 14, 2015, 08:41:01 pm

The main file and the "Clean" version do not decompress properly.  Is there a new link for download or has it been taken down?  I'm reading I am not the only one having the trouble.  I'm using Winzip14 to unzip the package.


Disregard all of that...I had a hunch 7zip was required.  Phantom bolstered it.  I have it now and it looks good.  Happy flying!
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 14, 2015, 09:03:47 pm
Glad I helped a little bit :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: Mattieduck on September 15, 2015, 06:54:44 am
could anyone tell me why my ordnance and landing gear is showing up black on the clean version ,a-a,gbu and maverick however its only on the raaf textures i downloaded of page 66 of this thread training model works fine 
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 15, 2015, 07:07:24 am
Just to be certain I'm on the same page, Mattieduck: You mean none of the weapons textures on the RAAF version show up? They work right on all the other versions from page 66? And even on the RAAF version, the Training loadout textures all work right? It's ONLY the weapons not showing up, like the Aim-9M's, the GBU's and so on?
I just want to be certain I have the right info to start working from...
I am DL'ing the RAAF C-Model textures now, I'll let you know what I find.
Title: Re: New FSXBA Hornet
Post by: Mattieduck on September 16, 2015, 04:43:21 am
Yea that's correct it's also the landing that also loads up black
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 16, 2015, 09:13:51 am
Okay, Mattieduck, I have the RAAF testures downloaded. I didn't have time to look at it today, but I will tomorrow, and get back ASAP. Okay?
Later update (09-16-15 1200 PST): Ok, I see the trouble. The only RAAF textures are for the Training loadout ONLY. There aren't any others, so none with weapons on them. This is why all the "stuff" (missiles, bombs, etc) show as black squares. They don't exist. As to the landing gear. I will see. I am just getting a start on this...
PSB☺

Mr Witeside, sir:
I THINK I may be on to a solution for the excessive wobbling. I have been working only on the C model, Clean loadout, but I will adjust the others as I can and see what they do.
I changed, in the aircraft.cfg file, the [HornetFCS] settings. I changed the line PitchRateScalar=12 to read 11.785, and now I don't get the pitch or other control excursions, no matter what I do. What this will to the REST of the controller's effects, I can't say, yet. I will keep testing...I will also try raising it higher a little at a time, to find the point closest to the original 12 Orion and Jimi came up with, at which it starts up again. I will keep you posted.
Also, in the [flight_tuning] section, I changed the line parasite_drag_scalar   =    1.70 to read 1.25, in line with Peter's testing results on the NH model.
PLEASE NOTE: This is for the CLEAN loadout ONLY. I know that the original 1.70 is correct for the TRAINING loadout. I will change the other loadouts as I have time to test them.

I hope this is helpful to you it is addressed to...
Pat☺

Title: Re: New FSXBA Hornet
Post by: Mattieduck on September 17, 2015, 01:36:09 am
Cheers thanks :)
Title: Re: New FSXBA Hornet
Post by: Kea on September 17, 2015, 08:55:09 am
Mattieduck

Apologies for the texture problem - I think the file that was missing was CP_F18_6_T. I've re-uploaded a new set of textures for the RAAF. I understand this only affected the C model (the D had the missing file already so should have had textured landing gear)?
The way I've done the textures relies on the base set of textures so I only need to include what is necessary for the repaint - keeps the file sizes down. Make sure you have a folder called just "Texture" in the main FA-18...15.6 folder and that it has textures CP_F18_1_T through to CP_F18_6_T, and also a bunch of textures called "weap_1" etc if you want weapons to show. Then make sure each of your repaint folders have a texture.cfg text file amongst the paints, which should read:

[fltsim]

fallback.1=..\texture
fallback.2=..\..\..\..\Scenery\Global\texture
fallback.3=..\..\..\..\..\..\Scenery\Global\texture

This will call up any "missing" textures from the repaint folder from the "default" Texture folder, so you should have textured landing gear and weapons if you apply the paints to other models.

Here's the Drive link again

https://drive.google.com/folderview?id=0B_KeMXMmL3b3WTZvVUVFOHB1X0U&usp=sharing

Any other problems just shout out!
Title: Re: New FSXBA Hornet
Post by: whiteside on September 17, 2015, 01:48:29 pm
Okay, Mattieduck, I have the RAAF testures downloaded. I didn't have time to look at it today, but I will tomorrow, and get back ASAP. Okay?
Later update (09-16-15 1200 PST): Ok, I see the trouble. The only RAAF textures are for the Training loadout ONLY. There aren't any others, so none with weapons on them. This is why all the "stuff" (missiles, bombs, etc) show as black squares. They don't exist. As to the landing gear. I will see. I am just getting a start on this...
PSB☺

Mr Witeside, sir:
I THINK I may be on to a solution for the excessive wobbling. I have been working only on the C model, Clean loadout, but I will adjust the others as I can and see what they do.
I changed, in the aircraft.cfg file, the [HornetFCS] settings. I changed the line PitchRateScalar=12 to read 11.785, and now I don't get the pitch or other control excursions, no matter what I do. What this will to the REST of the controller's effects, I can't say, yet. I will keep testing...I will also try raising it higher a little at a time, to find the point closest to the original 12 Orion and Jimi came up with, at which it starts up again. I will keep you posted.
Also, in the [flight_tuning] section, I changed the line parasite_drag_scalar   =    1.70 to read 1.25, in line with Peter's testing results on the NH model.
PLEASE NOTE: This is for the CLEAN loadout ONLY. I know that the original 1.70 is correct for the TRAINING loadout. I will change the other loadouts as I have time to test them.

I hope this is helpful to you it is addressed to...

Pat☺




Great job Pat! Thank you. I am flying a Citation X sim for a couple of weeks so it will be a little while before I can try the mod. I was talking to a Legacy Hornet guy yesterday in class and he said that the FA18C is pretty pitchy and requires a VERY light touch in pitch at least. Can any of you guys who have flown the real aircraft confirm this?
How does Jimi's jet compare in your estimation?
Thanks,
I love flying Jimi's jet if that isn't clear yet. :)
Thanks Pat!
Will
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 18, 2015, 08:46:42 pm
Glad I could help!  :D
I am still tweaking the PID settings. Teaking is what I do, could you tell by my screenname?   ::) ;D  :P
I am working the yaw now. I am getting a small yaw "waver" or "wobble" that get's worse the faster I go. But, I am going on! I think I am on to something on it. If you encounter this, let me know, Mr. Whiiteside. I'll tell you what I've done so far, although I am NOT done yet. Doing what I can, anyway...
I realize, you're on the Citation at the moment, but whenever. I am not going anywhere  :)
Pat☺
Title: Re: New FSXBA Hornet
Post by: Corvette99 on September 19, 2015, 04:29:54 pm

-As for the unauthorized aircraft issues, is this while using TACPAC?  With certain TACPAC settings, this jet will be booted due to it not being registered with VRS.  Only other reason I can think of for this jet to get booted is due to a high packet count for servers that monitor such things.  But....I've tested these jets for packet flooding, and the count is pretty low...about 150 - 160 or so per 30 seconds.  That pretty much on par with the Acceleration Hornet.

Thanks for the feedback.  Keep'em coming!

Any specific TacPack settings that may be causing the crash ? Hate to remove TacPack or the Legacy Hornet !
Sorry to bother you again , but thanks !
Title: Re: New FSXBA Hornet
Post by: Sundog on September 20, 2015, 01:11:53 am
Okay, Mattieduck, I have the RAAF testures downloaded. I didn't have time to look at it today, but I will tomorrow, and get back ASAP. Okay?
Later update (09-16-15 1200 PST): Ok, I see the trouble. The only RAAF textures are for the Training loadout ONLY. There aren't any others, so none with weapons on them. This is why all the "stuff" (missiles, bombs, etc) show as black squares. They don't exist. As to the landing gear. I will see. I am just getting a start on this...
PSB☺

Mr Witeside, sir:
I THINK I may be on to a solution for the excessive wobbling. I have been working only on the C model, Clean loadout, but I will adjust the others as I can and see what they do.
I changed, in the aircraft.cfg file, the [HornetFCS] settings. I changed the line PitchRateScalar=12 to read 11.785, and now I don't get the pitch or other control excursions, no matter what I do. What this will to the REST of the controller's effects, I can't say, yet. I will keep testing...I will also try raising it higher a little at a time, to find the point closest to the original 12 Orion and Jimi came up with, at which it starts up again. I will keep you posted.
Also, in the [flight_tuning] section, I changed the line parasite_drag_scalar   =    1.70 to read 1.25, in line with Peter's testing results on the NH model.
PLEASE NOTE: This is for the CLEAN loadout ONLY. I know that the original 1.70 is correct for the TRAINING loadout. I will change the other loadouts as I have time to test them.

I hope this is helpful to you it is addressed to...

Pat☺




Great job Pat! Thank you. I am flying a Citation X sim for a couple of weeks so it will be a little while before I can try the mod. I was talking to a Legacy Hornet guy yesterday in class and he said that the FA18C is pretty pitchy and requires a VERY light touch in pitch at least. Can any of you guys who have flown the real aircraft confirm this?
How does Jimi's jet compare in your estimation?
Thanks,
I love flying Jimi's jet if that isn't clear yet. :)
Thanks Pat!
Will

The problem with information like that is there are so many different joysticks and joystick set-ups that it's different for everyone. What I would like to see is how effective the pitch response is based on js displacement and have a gauge in the actual plane that allows us to adjust the respoonse gains based on our own js set-ups/response.
Title: Re: New FSXBA Hornet
Post by: whiteside on September 20, 2015, 01:21:00 am
I know that you are right as far as comparing apples to apples but that will never occur without that standard. The nice thing is, is that when someone develops a jet that flies nice then no matter what, it is a winner. Look at how much more usable this jet is compared to the vrs superhornet. Not a slam on them but the feel is there when flying this jet.
Title: Re: New FSXBA Hornet
Post by: Kea on September 20, 2015, 02:47:30 am
Corvette,
Try turning off the "anti-cheating" option in TacPack. With developmental planes like this as soon as certain cfg entries are changed, TP assumes someone is pimping their plane (cheating) and so causes drama.
Once the aircraft is sorted in terms of tweaks, you can turn the setting back on I guess...
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 20, 2015, 09:35:27 am
Quote
The problem with information like that is there are so many different joysticks and joystick set-ups that it's different for everyone. What I would like to see is how effective the pitch response is based on js displacement and have a gauge in the actual plane that allows us to adjust the respoonse gains based on our own js set-ups/response
Oh, yes, this I understand. I meant that the things I did worked for ME and MY set-up. I apologize for not making that clearer. However, I was hoping that prhaps it might steer Mr. Whiteside in the right direction for making HIS work for HIM. It was only a suggestion of a possible starting point and place to look. Thank you Mr. Sundog for making that correction of my entry.  :)
There WAS a gauge Jimi and Orion were using that I believe would give the info you wanted, but they took it out before they "published" the plane. Maybe you could ask one of them to publish it so others could use it? Just a thought.

Now, I have a question of my own: I was looking at the SDK for the ESP online, and gave the MOI calulations a shot. The Pitch and Roll MOI's are both signifigantly higher on the plane, than the numbers I came up with using the formula in the SDK. I seem to be missing something here. Any help would be great! I am NOT going to change anything, this was really just curiosity. Is it materiel? Engines? Just wondering :D
Additionally, what is the formula for the Coupled MOI? I didn't see anything in the SDK other than "It's usually 0" which isn't very helpfull at all. I will try to understand what Yves Guillaume published in his PDF, but that's almost TOO much info at one time, if you see what i mean.
Thanks again for all the help you all give, and I fully understand that y'all are busy, so there's NO rush!
Pat☺
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on September 20, 2015, 01:45:34 pm
Hi Pat, just read your question and as far as I understand that formula found in the SDK, is a simple guesstimate for deriving MOIs for an airplane as a starting point, better than nothing. One would actually have to benchmark values used within the sim against real life behaviour in order to tune the plane.
It is the same as with the drag/lift scalars, engine values or the oswald efficiency factor. If you simply take real life values and put them in the sim, the results are usually way off - however the logic within the sim tries its best to mimic real life flight behaviour and its physical characteristics within its own framework.

Example: For my own moi calculations I used the basic relations between pitch, roll, yaw and coupled from the E/F variant as a starting point for further derivations, in lack of alternatives. Thus all results are based on these preset currently used relations. I than compensated for the difference in empty weight between the C/D and E/F variants and further derived sets for different loudouts concerning overall weight.
Coupled_moi describes the relation between roll and yaw moments. So, a lighter airplane should be more agile, thus coupled moi should have a higher negative value (in our case), so I inverted my calculations in order to achieve this numerical output.
Again, the negative starting value for coupled_moi is just an assuption be be correct, as due to the lack of benchmarking with real life, just trying to mimic what feels right or seems to be logical from common sense. The derived numerical framework for various loudouts is consistent within each other, but entirely based on the predefined assumptions between the four (pitch, roll, yaw, coupled) moi values to be somewhat correct.

Hope the helps in some way. Below I have attached some of the calculations I did, removed some of the older stuff not to distract too much.

Best regards, Peter
Title: Re: New FSXBA Hornet
Post by: Corvette99 on September 20, 2015, 03:20:51 pm
Corvette,
Try turning off the "anti-cheating" option in TacPack. With developmental planes like this as soon as certain cfg entries are changed, TP assumes someone is pimping their plane (cheating) and so causes drama.
Once the aircraft is sorted in terms of tweaks, you can turn the setting back on I guess...

Thank you very much ! I'll try that now !
Title: Re: New FSXBA Hornet
Post by: Mattieduck on September 21, 2015, 09:57:19 am
OK SO WITH MY TEXTURE ISSUE THE CLEAN VERSION NOW WORKS WITH THE EXCEPTION OF NOW THE TEXTURES SEEM TO BE CONSIDERABLY DARKER THEN THE TRAINING VERSION HOWEVER THE OTHER MODELS STILL HAVE THE SAME ISSUE 
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 21, 2015, 08:51:12 pm
Peter, good to see ya!
Thanks very much for your reply. So, if I undrstand, it all boils down to that the SDK formulae are more a starting point, than a hard and fast rule. That makes a lot of sense, thanks!
I put the examples you provided with my other info, and will refer to them. Would it be possible to post a screenshot of the spreadsheets you showed, with the formulae shown? Those would really be a help, that way I can plug numbers in to see the results my self, and change a variable to see the effect...That way *I* can learn it for myself. Just trying to keep up :D
I appreciate it! And as always, take your time. Summer is always busy for us all :D

MattieDuck:
First, please don't "yell". It gives me a virtual headache :D
Second, what do you mean "darker"? They look the same to me, but I spend 99% of the time in the cockpit. Do you mean at night? Or the outside? Or...?
I will look at the new testures Mr. KEA posted and let you know what I can find. I am glad some of them work, at least :D

LATE EDIT: The way I read them, and I only looked at the RAAF and Swiss textures Mr. Kea posted, they are still only for the Training loadout. If other textures are designed for other loadouts, let me know, and I will check them :) Pat☺

Mr. Kea, sir, just one little note: You do great work, IMO, and you paints are fantastic, to me.
Having said that, how could you put up a set for the Tunderbirds??? They are the Air Force Demo team. When I was in we had some...ahem...less than complimentary, shall we say, terms for the Air Force in general, and the Thunderbirds in the particular, as they were somewhat of a joke in the Navy/Marine Corps.
Especialy after their little fiasco trying to get home after a show in Washington DC.  :P
But hey, the Air Force girls were very pretty (and liked us "bad-boys" :D ), their barracks were great, and their chow halls the best. Great food!
Strange they had never heard of "hammer troubleshooting" though... ;D  ;D  ::)

Great flights, and fair winds down the angle deck to all!
Pat☺
Title: Re: New FSXBA Hornet
Post by: Kea on September 22, 2015, 09:19:45 am
Thunderbirds? Flying Hornets? Nah.
I have a ThunderBOLTS repaint up, but that's just a dirty version of the VMFA-251 that "ships" with this Hornet. I'm not much of a fan of fictional repaints...  ;)

Mattieduck, sorry about your texture issues. Yes I've only done them for the Training version - I wasn't aware that the other versions might require different texture sets? I'll D/L the clean version sometime and have a look. I know I've mentioned it before, and forgive me if you've already checked this, but you absolutely need the standard "Texture" folder also, because all my textures point to that folder for the shared textures. Just to make sure though, I will put my "Texture" folder up and you can maybe try that. I'm pretty sure in the past when I've had that darker look or odd bit of the plane going black, it's because the fallback Texture folder is either missing textures or there's a conflict.

Here's the link for the shared "Texture" folder:
https://drive.google.com/open?id=0B_KeMXMmL3b3a0d5QUtfNGplbVE

I suggest going to your Hornet folder, renaming the existing "Texture" folder to "OldTexture" or similar, then dropping in this folder to replace it. Fingers crossed that'll fix things?
Title: Re: New FSXBA Hornet
Post by: Kea on September 22, 2015, 10:00:31 am
OK, quick update, I think I see the problem Mattieduck!
The Clean version doesn't have a fallback texture folder - so your options are to copy-paste the "Texture" folder from the Training version into the Clean version, or, adjust each repaint's texture.cfg (inside the respective texture folders) to point to the Training version's "texture" folder (replace the first line in the cfg file with "fallback.1=..\..\FA-18C_FSXBA2015 15.6 Training\texture" instead of the simple "fallback.1=..\texture"). I'd choose option 1 for now, much easier.

Hopefully THAT should work...

And if it does, it should apply to all the other models as well.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 22, 2015, 09:03:26 pm
Quote
I have a ThunderBOLTS repaint up, but that's just a dirty version of the VMFA-251 that "ships" with this Hornet. I'm not much of a fan of fictional repaints... 
DOH!!   :-\
Nice to see I'm paying attention, as usual! I do apologize. :-[  :-[

Thanks for the help getting the texture's squared away. I appreciate it. They are not really my strong suite.  ::)

Pat☺
Title: Re: New FSXBA Hornet
Post by: joshloar10 on September 23, 2015, 08:41:45 pm
Hello.     I was wondering why the ailerons and elevators movement for roll is so small?    I know it's something small but I have lived the last 13 years seeing hornets everyday over my house, so I can point out alot of things with the legacy hornet and super hornet lol.    also, I downloaded the newest version of the hornet and the flaps and leading edge flaps dont move with AOA like they did before and the burner animation is backwards, the burners are full when i'm only in first stage, and they don't show up when i'm in full burner.     Either way I love this addon, was just wondering if you were planning on changing those things, especially the animation for roll lol.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 24, 2015, 10:48:58 am
How accurate is the aileron animatio? I can't say. I CAN say that I know for certain that most of the roll is accomplished by the stabilators, not the ailerons. The ailerons are only for very high roll rate commands.

I don't watch from outside much, but I have watched the gauge called by SHFT-8, and the flaps do program the way they are supposed to. Again, I can't speak for the animations, but the flaps DO work properly.

Is it possible you saved a flight with the FCS disabled by the Spin Recovery and/or Master Arm switches being ON, and made it your default? That would disable the flap automation...Or perhaps that you were activating either switch, then looking for the flap function? Like I said, watch the gauge called up by SHFT+8 and see what's really happening.

Bear in mind that watching a Hornet in the landing configurations is a lot different that one in the "Up & Away" configuration. The control surfaces have to move a lot futher when the bird is low & slow to accomplish a desired roll/pitch/yaw, compared to when the bird is moving higher and more rapidly.

As to the AB's, they were mentioned a few posts back. I don't recall the fix, but take a look through this thread, from where Jimi posted the v15.6 on down, and scan for the AB problem. It's hidden in here someplace :) They look normal on mine. Did you copy the effects in the included Effects folder (in the Training loadout v15.6 download) to your FSX Effects folder? Not doing that can cause problems.

As to fixing things, Jimi is in a PCS move atm, so it will be a while before we see any changes. Just be patient, and post your complaints (or compliments, of course!) and they WILL be read and checked on eventually :)

Hope that helps a little bit...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Mattieduck on September 24, 2015, 03:30:19 pm
ok that has fixed the texture problem but now however in the d model in an external view the cockpit is blue
Title: Re: New FSXBA Hornet
Post by: Dman on September 24, 2015, 03:57:55 pm
As far as the effects went with me... I copied the effects into the effects folder from the training bird.. It never resolved it.. I was missing the burners, LEX vapor, and the transonic shock wave... I ended up going back to build 15,2 for now... Maybe when he goes to the auto installer, it will fix it for me.. Let me know if someone finds another solution..
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 24, 2015, 05:03:06 pm
As Pat mentioned, I am in the middle of a move to Hawaii.  Anticipated arrival date of my Household Goods (HHG) is 28 OCT, so will not have my gaming rig until then.

As for a few things mentioned...
Hello.     I was wondering why the ailerons and elevators movement for roll is so small?    I know it's something small but I have lived the last 13 years seeing hornets everyday over my house, so I can point out alot of things with the legacy hornet and super hornet lol.    also, I downloaded the newest version of the hornet and the flaps and leading edge flaps dont move with AOA like they did before and the burner animation is backwards, the burners are full when i'm only in first stage, and they don't show up when i'm in full burner.     Either way I love this addon, was just wondering if you were planning on changing those things, especially the animation for roll lol.
-Might don't have updated the Windows C++ framework as mentioned by ORION a few pages back?  They will not work unless you update that.  The Visual C++ Redistributable for Visual Studio 2015 can be updated at (https://www.microsoft.com/en-us/download/details.aspx?id=48145)

-Effects:  you got me on this one.... all effects were working that last I check.  Please keep in mind that some of the effects like vapes and shock cone do take environmentals into account such as ambient temperature.  The colder it is out, the more it will take (i.e. more G, higher speed) it will take to trigger the effect.


The problem with information like that is there are so many different joysticks and joystick set-ups that it's different for everyone. What I would like to see is how effective the pitch response is based on js displacement and have a gauge in the actual plane that allows us to adjust the respoonse gains based on our own js set-ups/response.
-Command mapping:  I know ORION has the curves in his possession showing the approximate G commanded per stick displacement.  Maybe he can post when he gets the chance.

Looking forward to getting back to work on this once I get set up in Hawaii.

Will need everyone's help and help me keep a change/fix log so I can track and implement all discovered fixes in the next release.  Thanks!
Title: Re: New FSXBA Hornet
Post by: joshloar10 on September 24, 2015, 06:12:44 pm
Yes. I do understand that the FCS limits the control movements the faster you go haha.   with this one.  After you get above around 10 kts.  It limits it to where they only move like 1 or 2 inches in either direction. Where as in real life. I see them flyover my house turning onto final, so they are going around landing speed, which i believe is around 150kts.  Could be wrong though, but its definately faster then 10 kts. But when they roll in on final, the control surfaces are moving almost full diflection.  It seems that the limiter is too pronounced on this one.  Just look at any video of an f-18 and you will see that the control surfaces do move quite a bit for roll until getting close to mach.    I hate to bother anyone about this but im an attention to detail kind if person haha.  Take your time Jimi.  I would just change it myself,  but i have no idea how to do it lol.  Also i forgot to mention this,  i have tacpac, and when i go to play multiplayer with this jet, it kicks me off saying unauthorized aircraft modifications,  is there any way to fix that myself or is it just incompatible with being flown while tacpack is installed.
Title: Re: New FSXBA Hornet
Post by: Azframer on September 24, 2015, 07:18:12 pm
Hello.     I was wondering why the ailerons and elevators movement for roll is so small?    I know it's something small but I have lived the last 13 years seeing hornets everyday over my house, so I can point out alot of things with the legacy hornet and super hornet lol.    also, I downloaded the newest version of the hornet and the flaps and leading edge flaps dont move with AOA like they did before and the burner animation is backwards, the burners are full when i'm only in first stage, and they don't show up when i'm in full burner.     Either way I love this addon, was just wondering if you were planning on changing those things, especially the animation for roll lol.

Everything said except for Burner has been happening for me the same way and had just planned on being a spectator because I was thinking it was just me.
Also if I puts flaps down they would go up automatically when I reached the speed required for them to retract on their own, now they are stuck down unless you pull them up. At lower speed flaps used to act with ailerons as well for rolls and they no longer do that.
I am not trying to be a pain, just was trying to tell what I am seeing and feeling.

Rick
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 24, 2015, 08:47:49 pm
Mr. DMan and Mr. Azframer, sirs,
May I enquire which model (C or D?), and which loadout you all are using? It matters for the whole Effects thing...
As to the "blue cockpit", I recall reading about that someplace. I'll see if I can find it again.

As to the whole aileron thing, all that I haven't a clue over. You DID install that new Visual C++ Redistributable for Visual Studio 2015 Jimi mentioned? I know it really matters a great deal...
Make sure it's the 32-bit not the 64 bit version (althogh having both installed works also, I discovered...).
I am just trying to think of possible reasons why, and thinking isn't really my forte...  ;D

I BELIEVE (notice I didn't say "think"!) that you can't use TacPac with this particular version (v15.6). I believe I read that someplace in here too. I will look further for that also. My memory suxxors.

Great day and fun flights to all!
Pat☺
Title: Re: New FSXBA Hornet
Post by: Dman on September 24, 2015, 09:36:16 pm
Hey Phantom.. The only model I really fly is the C Training variant..
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 25, 2015, 09:46:53 pm
Quote
The only model I really fly is the C Training variant..
Well, heck. There goes THAT theory...

Do you try to see the effects higher up or low? As to the AB effects, I haven't a clue. They work fine on mine at all altitudes. But I know you have to be pretty low for the LEX vapor effect to show up. I tested them at 1,000'MSL (over the ocean near Whidbey, to be exact) and they showed up great. I accelerated to about 350KIAS, then turn into a tight bank and PULL. About 5 or 6 G's. I get wingtip trails at any altitude, but the lex vapor needs low altitude and a hard pull, resulting in a pretty high AOA. They start to show up at about 4.5 or 5 G, about 200KIAS or less but a good hard steady pull. I don't know the AOA, being in external view, and during the turn I can't see the HUD anyway, because of the GLOC set-up in FSX. Where you "black out" at certain G. See the first picture below...It's showing the LEX and wing-tip vapor in operation. Not a really high AOA, about 15-20°.
The second shows the contrail, wing-tip vapor, and AB's in operation, up about 30'000' MSL. Kinda a high AOA maneuver  ;D

As to why they aren't showing on yours I can't think. You don't change the Panel or the Gauges therein at all? All the gauges are IN the panel folder? They should be from the download file. You don't put all the gauge folders, like the FX folder or anythng, into the FSX\Gauges folder do you? You just leave them in the Panel folder?
Again, trying to think of possibilities.

Hope something jogs a thought loose in my peabrain eventually...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Dman on September 26, 2015, 12:12:55 am
I know.. I'm clueless too... like i said 15.2 works fine.. I'm happy with the continuing development of the legacy.. maybein the future with the installer it will install correctly...
Title: Re: New FSXBA Hornet
Post by: Azframer on September 26, 2015, 05:00:05 am
ok that has fixed the texture problem but now however in the d model in an external view the cockpit is blue
The blue cockpit is caused by texture CP_F18_4_N.dds, the way it is all packaged up with this version it is harder to stop on the fleet D model. I had been creating a new folder and putting it in the new folder to isolate it from the D model and copying it to all the C model texture folders because it is needed with all the C models.
Not everyone has this problem with blue cockpit. So with all texture coming from one shared folder is going to make it tough to isolate from the D model.

Rick
Title: Re: New FSXBA Hornet
Post by: Orion on September 26, 2015, 10:05:50 am
Hello.     I was wondering why the ailerons and elevators movement for roll is so small?    I know it's something small but I have lived the last 13 years seeing hornets everyday over my house, so I can point out alot of things with the legacy hornet and super hornet lol.    also, I downloaded the newest version of the hornet and the flaps and leading edge flaps dont move with AOA like they did before and the burner animation is backwards, the burners are full when i'm only in first stage, and they don't show up when i'm in full burner.     Either way I love this addon, was just wondering if you were planning on changing those things, especially the animation for roll lol.
-Might don't have updated the Windows C++ framework as mentioned by ORION a few pages back?  They will not work unless you update that.  The Visual C++ Redistributable for Visual Studio 2015 can be updated at (https://www.microsoft.com/en-us/download/details.aspx?id=48145)

As to the whole aileron thing, all that I haven't a clue over. You DID install that new Visual C++ Redistributable for Visual Studio 2015 Jimi mentioned? I know it really matters a great deal...
Make sure it's the 32-bit not the 64 bit version (althogh having both installed works also, I discovered...).

As both Jimi and Pat have suggested, ensure you have the Microsoft Visual C++ 2015 Redistributable (x86) installed (https://www.microsoft.com/en-us/download/details.aspx?id=48145).  Even if you think you have it already, it won't hurt to reinstall it.  The FCS will not work (i.e. it will be completely inoperable) without it.  Also make sure that you allowed the HornetFCS.dll gauge to run when you selected the aircraft.  If you don't see the dialog, close the sim, remove the Trusted section from the fsx.CFG file, restart the sim and try loading the aircraft again.

The problem with information like that is there are so many different joysticks and joystick set-ups that it's different for everyone. What I would like to see is how effective the pitch response is based on js displacement and have a gauge in the actual plane that allows us to adjust the respoonse gains based on our own js set-ups/response.
-Command mapping:  I know ORION has the curves in his possession showing the approximate G commanded per stick displacement.  Maybe he can post when he gets the chance.

The physical displacement will undoubtedly differ depending on the hardware setup (like, the Saitek X-65 doesn't even move), but once it's translated to an X-Y position in the simulator, the FCS will make the jet respond identically for a given input.  The following are functions of stick input (x axis of the graphs) on the interval [-100,100] used to determine desired flight characteristics for powered approach (AoA), up and away (pitch rate, G force, and high AoA), and roll rate.  Powered approach is when flaps are set to half or full and true airspeed is less than 240 knots.  Up and away is at all other times (i.e. greater than or equal to 240 KTAS or flaps auto (up)), except when on the ground, obviously.

Powered Approach AoA:

(https://i.imgur.com/HWGAHMh.gif)
(https://i.imgur.com/qdTjBEN.gif)

Up and Away Pitch Rate:

(https://i.imgur.com/OY5AfPp.gif)
(https://i.imgur.com/9bv1h1e.gif)

Up and Away G force:

(https://i.imgur.com/3rBGENb.gif)
(https://i.imgur.com/t7iKHK1.gif)

Up and Away high AoA:

(https://i.imgur.com/MkXAqFa.gif)
(https://i.imgur.com/zOpsiAy.gif)

Roll rate:

(https://i.imgur.com/TpZ7azY.gif)
(https://i.imgur.com/sM5WxlK.gif)
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 27, 2015, 09:09:54 pm
Hey, Mr. Orion!
Long time no see :)
Always good to see ya again.

Thank you for the info, it helps a lot!
Pat☺
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 28, 2015, 09:49:44 pm
I am wondering if it's possible to make a 3-tank version for long Nav practice? I am pretty ssure that only the G model (I think, anyway) is called the 5-Wet Rhino, with 5 tanks as a refueling role, and MAYBE the E-model has a 5-Wet version, but I am pretty sure the 3-tanks version for longer-range missions is utilized for the C and D models...
I am also well aware that the more fuel, the less ordnance.
I know how to make the aircraft.cfg for this, I am wondering if a whole new model needs to be made, or if it''s just a new texture.
If it IS just a new texture, could one of you super-painters do this some time when you have the time? If you want, you make the texture, and I'll do the aircraft.cfg for it, but feel free to do both if you choose.
It's just something I would like for longer flights, is all. I think it's be fun to try BFM in one too. Or you could mix an A_A and/or A-G plane with the extra tanks for longer range...?

Just a thought. I don't see that it would have to be ALL the current paints, just one or maybe two, if it's not too much trouble...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Victory103 on September 30, 2015, 03:38:23 am
PhantomTweak, a more common load would be the "double ugly" config, ctr tank and right inboard to allow the field of view for the ATFLIR mounted on the left cheek. I have read a 3 tank legacy Hornet is very draggy, using most of the extra gas to climb to cruise alt. Also the legacy Hornet is not plumbed to carry 5 tanks. The 5-Wet Rhino is used on the E/F and depends on air wing SOP plus how much organic tanking you need. Other air wing "recovery tankers" are only hauling the ARS (buddy store, 2k give) around. I have not see any pics of a G in the tanker config, waste of an asset I'm sure.

Sorry, the legacy Bugs are known to be "short-legged", practice your AAR skills.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on September 30, 2015, 11:58:34 am
As far as I know, a new model needs to be build in order to change any of the visibles like tanks, weapons, etc. but as we do not have the sources of the model files anymore, which got lost somewhere down the road, we are stuck with what we currently have, which is not too bad, after all.

The CS version is currently the only way one can attach tree tanks or asymmetric loadouts to a legacy hornet for this sim, but you will have to edit the aircraft.cfg manually for the selected loadouts to match properly.

By the by, did you get my PM concerning the MOIs, Pat?
Peter
Title: Re: New FSXBA Hornet
Post by: ExNusquam on September 30, 2015, 08:19:19 pm
I have not see any pics of a G in the tanker config, waste of an asset I'm sure.
Never underestimate the ability to miss-use something. The story of the ES-3A:

From this Book (https://books.google.com/books?id=49QmlNcqlUAC&lpg=PA103&ots=IoA5jHgT2s&dq=ES-3A%20tanker%20airframe&pg=PA103#v=onepage&q&f=false)
Quote
In addition to their warning and reconnaissance roles, and their extraordinarily stable handling characteristics and range, Shadows were a preferred recovery tanker (aircraft that provide refueling for returning aircraft).
They Averaged over 100 flight hours per month while deployed. Excessive utilization caused earlier than expected equipment replacement when Naval aviation funds were limited, making them an easy target for budget-driven decision makers.
Title: Re: New FSXBA Hornet
Post by: Kea on October 01, 2015, 05:52:43 am
Eventual TacPacking of this will likely solve this issue too?
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on October 01, 2015, 09:32:45 pm
Quote
By the by, did you get my PM concerning the MOIs, Pat?
Yes, I did. Thank you very much indeed! That answered my MOI questions perfectly. Appreciate it.

Quote
As far as I know, a new model needs to be build in order to change any of the visibles like tanks,
That's what I was afraid of. It was just a thought. A possibility. Thanks :)

Quote
Sorry, the legacy Bugs are known to be "short-legged", practice your AAR skills.
That's what I kind of thought, but wanted to check :) Thanks for the info!

I am not sure if the picture I attached shows a F or G mmodel bird. I am far from expert at the external differences, but it looks to me like a 5-Wet Rhino. Probably an F model. Just in case you wanted to see it.
Again, I thank all of you for the info and answers. I appreciate it!
Pat☺
Title: Re: New FSXBA Hornet
Post by: Azframer on October 01, 2015, 10:03:06 pm

I am not sure if the picture I attached shows a F or G mmodel bird. I am far from expert at the external differences, but it looks to me like a 5-Wet Rhino. Probably an F model. Just in case you wanted to see it.
Again, I thank all of you for the info and answers. I appreciate it!
Pat☺
That is a F model, the G model does not carry a sidewinder on wingtip, it has electronic sensor on wingtips plus the G model also has I don't know if I should call it a faring on top of wing just inside the wing fold point.
http://media.defenceindustrydaily.com/images/AIR_EA_18G_Testing_Pax_lg.jpg

Rick
Title: Re: New FSXBA Hornet
Post by: edakridge on October 01, 2015, 11:04:39 pm
Is there any documentation on how to use the refuel function? I was within 50 feet of my tanker and held steady at 33% for over a minute.
Title: Re: New FSXBA Hornet
Post by: Sundog on October 02, 2015, 06:45:43 am
Quote
By the by, did you get my PM concerning the MOIs, Pat?
Yes, I did. Thank you very much indeed! That answered my MOI questions perfectly. Appreciate it.

Quote
As far as I know, a new model needs to be build in order to change any of the visibles like tanks,
That's what I was afraid of. It was just a thought. A possibility. Thanks :)

Quote
Sorry, the legacy Bugs are known to be "short-legged", practice your AAR skills.
That's what I kind of thought, but wanted to check :) Thanks for the info!

I am not sure if the picture I attached shows a F or G mmodel bird. I am far from expert at the external differences, but it looks to me like a 5-Wet Rhino. Probably an F model. Just in case you wanted to see it.
Again, I thank all of you for the info and answers. I appreciate it!
Pat☺

That image is an F-Model with 4 tanks, two per wing, and a refueling pod on the center line pylon.
Title: Re: New FSXBA Hornet
Post by: Victory103 on October 02, 2015, 06:15:43 pm
Is there any documentation on how to use the refuel function? I was within 50 feet of my tanker and held steady at 33% for over a minute.

From an older read-me on the gauge:
USAGE
*******
Open up the gauge with Shift+4. Select an aircraft from the list from which you want to refuel. Note the bearing/altitude/distance to the selected aircraft to intercept it and take a position behind it. As soon as you are at a certain proximity to the aircraft - the refueling will start automatically and you will see a "REFUELING" message flashing on your HUD. The fuel level will also start increasing. After the fuel percentage has increased by a certain amount, a message "TRANSFER" will flash, indicating that the fuel is transferred to your aircraft. You will notice this immediately as the aircraft will lose some altitude due to increased weight. The position you need to take is calibrated to the refueling probe of the KC-135 model (from the link above) and allows a certain deviations from it. If you are refueling from a different aircraft you will know that you are in the refueling position when the "REFUELING" message flashes and you need to hold that position. When the tanks are full, you will see a "FULL" message.


OPTIONS
*********
The button "LEVEL 1" indicates a low precision is required to maintain the refueling position. This is the default option and is very useful if you are refueling from any aircraft other than the KC-135. If you are refueling from the KC-135 or if you are very good at flying formation, you can change that to "LEVEL 2", which allows for much smaller deviations from the proper position. The button "MANUAL" indicates that you need to manually select the aircraft you want to refuel from the list. You can change that to "AUTO" in which case the closest aircraft is automatically selected. The button "REFUEL ON" is the master button which enables the refueling process. If you switch it to "REFUEL OFF", the fuel level indication will disappear from your screen and you can use the "TRAFFIC INFO" window as a radar. You can change the filter for the aircraft list from "ALL" to "AIR" or "GRND" in order to see only air or ground targets.
Title: Re: New FSXBA Hornet
Post by: edakridge on October 02, 2015, 08:58:36 pm
Thanks a bunch Victory. I just wasn't in close enough.
Title: Re: New FSXBA Hornet
Post by: APUtech on October 02, 2015, 11:04:20 pm
Hello, flying brethren.

I was fortunate enough to try the new F/A-18C and I must say that I'm more than impressed with its performance, attention to detail (wow!) and overall quality. In the past few days I've put nearly 100 hours on it, because I enjoy flying it so much.

Most of my flying is spent practicing low-speed maneuvers/slow flight and pattern work/touch n gos.
After a few hours of flying it I decided to get back into flying fighter planes again, because the handling of this new F/A-18C reminded me of how much I missed it.

However, the other day on multiplayer Steam I was flying down to El Centro (KNJK) to meet up with "Constance" (an exceptionally skilled F/A-18 driver, in my opinion) to do a few maneuvers when suddenly the rudders began shuddering back and forth, putting my Hornet into uncontrollable rapid yawing from side to side. No amount of rudder input neutralized this phenomenon and after about 5 minutes it gradually subsided with a few warning tremors every now and then to remind me that it was still lurking in the background, ready to spring on me again. AutoPilot seemed to quiet it somewhat, but not completely neutralize it.

So my question is: Does this 'C' model Hornet have AutoRudder, because on the Shift-4 screen it shows AutoRudder as on, though in my aircraft Realism settings it is turned off? Also, on the Shift-8 screen it shows AutoRudder as being off. Hm...I guess what I'm asking is, is it possible that the in-plane AutoRudder function is giving me a case of "rudder shudder?" and if it is, is there a way to disengage AutoRudder in that Hornet? Oh, the aircraft I've experienced the anomaly in are the Blue and Desert camo models, with center tank and empty hardpoints, NSAWC. I also flew the CAT 3 "armed" models, but hadn't noticed anything out of the ordinary handling-wise.   

I've used different rudder input devices trying to troubleshoot this issue: CH Pro pedals, Saitek combat pedals, Saitek Pro Flight pedals (two sets) and Saitek X-45 throttle rudder paddles, and lastly, the keyboard, keys Ins and Enter.

I would be grateful for any feedbeack regarding this; thank you so much.

APUtech
Title: Re: New FSXBA Hornet
Post by: Orion on October 03, 2015, 04:15:07 am
If you're using the most recent version (from this post http://www.fsdreamteam.com/forum/index.php/topic,6944.msg94146.html#msg94146), the fly-by-wire flight control system has its own custom implementation of autorudder; the FCS will automatically attempt to coordinate turns when your rudder input is neutral.  Default autorudder is irrelevant and should be left off.  The FCS custom autorudder can be disabled by giving rudder input with your flight controls, by putting the FCS in DEL by using the spin recovery switch, or by engaging the autopilot master (Z by default).
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on October 03, 2015, 09:33:04 am
I am currently working on a setting for the rudder's PID controller that eliminates the sudden rapid ywing that the plane experiences at certain speeds. I have the same problem. So far, I am getting really close on what is as close to the settings by Orion and Jimi, and yet get's rid of that yawing, as possible, I think. There a few things I am trying also, aside from just the PID settings. So far, I think I've gotten rid of the yawing, and the pitching it did also. Now I am trying to get everything back to as close to the "original" settings as possible, without the yawing or pitching occuring, so that the plane fly's exactly the way it was originally performing when published.

I can post what has worked FOR ME, ON MY SYSTEM AND JOYSTICK. If you want. The plane still performs, as far as I can tell, not being a real F/A-18C driver, or a perfect test pilot, either, as it did originally. But as far as I can tell, it still corners the same with my adjustments, as tightly as it did for a particular roll and pull. Again, I AM trying to get it back to as close as it was when I downloaded it, without the yaw problem.
I tweak things. A lot :D

Mr. Orion, sir:
I noticed you took out the Pirouette gauge. Is that because it's no longer necessary? It SEEMS to me to perform just about the same, or better, than it did WITH the gauge, so I am guessing it's built right in, yes? Once again, I may not even testing it properly, or trying to perform the maneuver correctly, but I think I am...
Just being nosey, as usual :D

My thanks to all that told me about the F vs. G model differences. I appreciate the help!

Thanks to ALL that worked on this bird! I can not stress enough how much of a pleasure it is to fly!
Pat☺
Title: Re: New FSXBA Hornet
Post by: APUtech on October 03, 2015, 04:30:20 pm
If you're using the most recent version (from this post http://www.fsdreamteam.com/forum/index.php/topic,6944.msg94146.html#msg94146), the fly-by-wire flight control system has its own custom implementation of autorudder; the FCS will automatically attempt to coordinate turns when your rudder input is neutral.  Default autorudder is irrelevant and should be left off.  The FCS custom autorudder can be disabled by giving rudder input with your flight controls, by putting the FCS in DEL by using the spin recovery switch, or by engaging the autopilot master (Z by default).

Orion, I neglected to mention that when these "rudder shudders" occurred I was either flying straight and level at 80-85% RPM, or in a shallow, straight 3-5 degree dive, during full-stop final apph or idle-throttle touch n gos. I don't use Auto coordination in any sim that I fly. I was unaware that the August 2015 F/A-18C release had auto-rudder, and until selecting the Shift-4 and Shift-8 screens respectively, I was employing rudder as I normally do in real life and sim, briefly eyeing the turn/slip coordinator (I assume that's what its function is) at the bottom of the ADI to be sure that I was "stepping on the ball" during turns.

It must've been quite the spectacle to see a Hornet fighter rapidly shaking its head "nope,nope,nope,nope..." because Constance (already on the deck at El Centro NAF) was laughing pretty hard about it as I was fighting to stay aligned with the rwy on short final KNJK, the chiseler: "Dude, are you serious???!!! That looks *so* darn funny! Hey, I'm sorry, but it just looks *so* funny!"

Maybe the next time that I get "rudder shudder," I'll remember to hit Locked Spot view!

APUtech
Title: Re: New FSXBA Hornet
Post by: APUtech on October 03, 2015, 04:58:29 pm
I am currently working on a setting for the rudder's PID controller that eliminates the sudden rapid ywing that the plane experiences at certain speeds. I have the same problem. So far, I am getting really close on what is as close to the settings by Orion and Jimi, and yet get's rid of that yawing, as possible, I think. There a few things I am trying also, aside from just the PID settings. So far, I think I've gotten rid of the yawing, and the pitching it did also. Now I am trying to get everything back to as close to the "original" settings as possible, without the yawing or pitching occuring, so that the plane fly's exactly the way it was originally performing when published.

I can post what has worked FOR ME, ON MY SYSTEM AND JOYSTICK. If you want. The plane still performs, as far as I can tell, not being a real F/A-18C driver, or a perfect test pilot, either, as it did originally. But as far as I can tell, it still corners the same with my adjustments, as tightly as it did for a particular roll and pull. Again, I AM trying to get it back to as close as it was when I downloaded it, without the yaw problem.
I tweak things. A lot :D

Mr. Orion, sir:
I noticed you took out the Pirouette gauge. Is that because it's no longer necessary? It SEEMS to me to perform just about the same, or better, than it did WITH the gauge, so I am guessing it's built right in, yes? Once again, I may not even testing it properly, or trying to perform the maneuver correctly, but I think I am...
Just being nosey, as usual :D

My thanks to all that told me about the F vs. G model differences. I appreciate the help!

Thanks to ALL that worked on this bird! I can not stress enough how much of a pleasure it is to fly!
Pat☺

PhantomTweak, I would appreciate any insight/ .cfg entries, etc. you have in assisting me toward a solution to the vexing rudder anomaly. It's nice to know that I'm not the only jet-jockey that this is happening to. I think that today maybe I'll try flying the Hornet C at various speeds and configurations to see if there's a "trigger point" when partial loss of FCS control/rudder shudder occurs. Is it AOA, angle of bank, angle of climb or descent, power setting, etc? I'm on my 3rd day recovering from surgery and I don't take pain meds, so I won't spend more that a couple of hours at it (yeah, at least that's what I'll be telling myself ;) ). I'll re-read Orion's response to my post to see if there is a permanent disengagement (at least in the current flying session) Auto-rudder key that will keep Auto-rudder off until it is re-engaged manually.

Thank you, Phantom Tweak, it's good to see you again,

APUtech

Title: Re: New FSXBA Hornet
Post by: Azframer on October 03, 2015, 08:29:33 pm
APUtech I feel what is happening to you is happening to all, it happens just under the speed of sound, it tapers off as you reach the speed of sound. I did not nail down the exact airspeed but more than 500 knots and lower than speed of sound.


Rick
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on October 03, 2015, 09:06:05 pm
Quote
...to see if there is a permanent disengagement (at least in the current flying session) Auto-rudder key that will keep Auto-rudder off until it is re-engaged manually.
As far as I know, no, there is not a key that will disengage the rudder PID controller, HOWEVER, the Spin Recovery switch ON will disengage the FCS completely. Sadly, this affects the flight characteristics, badly, I'm afraid. I have found that throwing the rudder hard over and holding it there will reduce/eliminate the "shudder", and once it's gone you can let go again. Slowing down by popping the speedbrake will also eliminate the problem, but it may reappear again. Also, sometimes trying to throw the rudder opposite the directions of yaw will do the trick. But that way you wind up throwing the rudder back and forth repeatedly. It does seem to work though.

Quote
Thank you, Phantom Tweak, it's good to see you again,
Good to see you too  ;D Below, I posted my sections of the aircraft.cfg I've changed so far. This IS for the Training loadout only so far. Once I am sure I have THAT one set up, I will go to the rest of the loadouts and work on them. Bear in mind, I don't think I am totally done yet, but I have limited time to work on it...
At least this may give you some idea of what's worked for me, all taken together at least, and maybe some places for you to look to start out, anyway. I hope so!

Good luck! I am sure Mr. Orion will eventually take a look, and let me know what I'm doing wrong, and why  :D I hope so, anyway. He knows this system a lot more intimately than I do, though.
It's what I've done so far, and seems to be working ok for me, at least...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Azframer on October 03, 2015, 09:35:30 pm
And what I am trying to say is it is not the rudder at all, once you are just under Mach you get a oscillation and the auto rudders are just responding to that.


Rick
Title: Re: New FSXBA Hornet
Post by: jimi08 on October 03, 2015, 11:30:35 pm
Gents,

A few things:
-The need for manual use of rudder for turn coordination in the real F/A-18 has been eliminated as the FCS controls rudder input to keep turns coordinated for the pilot during flight.  It's considered a feet/boots on deck aircraft.  Manual rudder can be used, but rarely and from the Hornet drivers I've talked to, it's often discouraged, unless being used for close formation station keeping.

-My initial hunch for the rudder problem lies in the .air file and how much authority the rudder has been given at certain airspeeds.  My guess is that authority needs to be lowered a bit as airspeed increases.  Since the PI system considers "what worked in the past" and correlates that into future corrections, I'm thinking its using the same inputs that it used at lower airspeeds (which require larger inputs to affect movement), and applying them to situations at higher airspeeds (which require smaller inputs to affect the same movement).  The result is a constant and increasingly divergent yaw coordination from the FCS trying to constantly correct from its over-compensations.

-If you have access to the .air file, I would start there.  Don't remember the exact tables, but it should be on the lines of CM_R vs. Q or something like that.

My two cents.
Title: Re: New FSXBA Hornet
Post by: APUtech on October 04, 2015, 03:07:34 am
Gents,

A few things:
-The need for manual use of rudder for turn coordination in the real F/A-18 has been eliminated as the FCS controls rudder input to keep turns coordinated for the pilot during flight.  It's considered a feet/boots on deck aircraft.  Manual rudder can be used, but rarely and from the Hornet drivers I've talked to, it's often discouraged, unless being used for close formation station keeping.

-My initial hunch for the rudder problem lies in the .air file and how much authority the rudder has been given at certain airspeeds.  My guess is that authority needs to be lowered a bit as airspeed increases.  Since the PI system considers "what worked in the past" and correlates that into future corrections, I'm thinking its using the same inputs that it used at lower airspeeds (which require larger inputs to affect movement), and applying them to situations at higher airspeeds (which require smaller inputs to affect the same movement).  The result is a constant and increasingly divergent yaw coordination from the FCS trying to constantly correct from its over-compensations.

-If you have access to the .air file, I would start there.  Don't remember the exact tables, but it should be on the lines of CM_R vs. Q or something like that.

My two cents.

Thank you for your insight, jimi08, and by the way, thank you and your team members for producing such an incredible fighter jet! I'm spending *waaay* too much time flying it of late, mostly basic aircraft handling, patterns and touch n gos and day/night Carrier Operations.

Now that you've clarified how the F/A-18C's FCS/Auto-rudder functions, I've gained an even greater appreciation of and for the craftsmanship that went into refining it; I'm nuts about this jet.

I spent a good part of the day flying my usual route: KNJK to KNUQ doing about 10 touch n gos at one, refueling, then flying up to the other for several touch n gos before refueling, heading back and repeating the routine. The anomaly seems to appear at random and speed doesn't seem to be a trigger factor--it happens at high and low speeds, and most often when I am not pitching, rolling, or yawing the aircraft, as witnessed by Constance while I was on final for KNJK, flaps full, 3 deg pos elev trim, 150kias, 80% RPM, gear green and locked.

Today as I was flying back from KNUQ at 340kias, level at 13,040ft (CPL, BALT engaged) the shuddering began but subsided after a few seconds. Approximately 16 klicks out from KNJK I disengaged AP and configured the Hornet for descent to landing, throttle at 75% , VS -1000fpm. I brought the throttle back up to 80-85% 250kias at 5700ft, then without warning the jet was suddenly thrust from side to side. I applied manual rudder, which stopped the shuddering for a split second, then the violent yawing continued, only subsiding after engaging the BALT and CPL function on the AP.

The weird thing is that I had no shuddering on my trips up to KNUQ, but had a total of 3 incidents on the way down to KNJK, not sure why. As the eminent Mr. Spock would say..."Fascinating..."

APUtech  ::)
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on October 04, 2015, 09:34:26 am
Quote
If you have access to the .air file, I would start there.  Don't remember the exact tables, but it should be on the lines of CM_R vs. Q or something like that.
That is R519. Cn_dr(q) or Cn_dr vs Q if you prefer.
I DID bring everything in that down 1 click each. AirEd presents that record as a graph, so I just brought each point down by 1 unit of measure, whatever that turns out to be. I can print our the newer settings and post them if you desire. Just 1 click down isn't the entire fix, but couple that with what I posted from the aircraft.cfg, and the problem IS dealt with. If I overdid the PID controllers changes, please, let me know. I can put it all back to original settings and stick exclusively to the .air file settings. I thought I hadn't really made the changes to the aircraft.cfg all that big, buuuuut...
There are a number of rudder settings in the .air file, but that record seems to be the one you meant. I think (although rarely  ;D ). I also believe the curve may beed to be adjusted a tad more, or maybe more finely, in which case I'll print out the file, make the changes in that record and then restore the file again. Or perhaps just certain points in it, the ones as close to that particular Q as possible. Or maybe more points are needed. I'm kind of jumping in at the deep end here, but I am more than willing to try. I do like tweaking things  8)
As always, suggestions (from anyone!) are more than welcome :) I do have, and refer to frequently, Yves' PDF file about the .air file settings, and what they do.

By the way: Always good to hear from you Jimi! I hope your move is going/went well  :D

Quote
The weird thing is that I had no shuddering on my trips up to KNUQ, but had a total of 3 incidents on the way down to KNJK, not sure why.
IF Jimi is right about which record in the .air file is the problem, or certain points along it, that it's the rudder deflection factor vs. Q, then bear in mind that Q changes with altitude, as well as airspeed. I believe. I will double check that to be certain.
I'd have to do the math to present the exact differences, and I'm too tired right now...
Apparently, they made it so the FCS stays active with the autopilot engaged now. It used to be, before this version (v15.6) that the autopilot disabled the FCS. I think...
That's what the gauge presented on SHFT+8 indicated, anyway. Now, due to all the changes, no telling from that gauge! :D

I'll work in he direction Jimi indicated, and see what I can find...If I find a way to make that fix the entire problem, with the original PID controller settings restored in the aircraft.cfg file, I will post the new .air file.
Pat☺
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on October 04, 2015, 09:08:21 pm
Ok, I got it...

I was right. Nice change, really!
Q is related to both altitude and speed, so Q changes with both.
Presuming the problem is in the .air file record indicated, or rudder movement vs Q (R519), the Q increases pretty rapidly with a decrease in altitude, speed remaining constant. It's a exponential function, pressure, that is, so it's a rapid increase. I am thinking maybe, perhaps, the PID controller for rudder (Sideslip, it's labeled) can't "keep up", or adjust rapidly enough, to this changing number, so it's moving the rudder a certain amount for a given Q, but the Q on the plane has "suddenly" increased (more rapidly than the controller is designed to handle. Too much history, so to speak), so the controller overcorrects, then try's to correct back, but again, moves the rudder too far, etc etc, until the controller "catches up" to the conditions applicable now on the plane. Thus, moving the rudder speeds this process, as it "reset's" the controller, as does turing the Spin Control ON for a few seconds then Off again. Thus, the controller is now working with a more current Q rather than a few seconds ago, as it were, if I read Jimi's and Orion's posts correctly.
I am going to presume that the rudder movement vs. Q is developed to make the plane fly correctly at a specific condition, PID controller aside, so it should remain as is. Or mostly so, andway. The controller's length of history (the I portion of PID, I think, I'll double check it) maybe should be decreased? Or the numeric weight of the I portion be decreased on the controller's formualtion in the FSC file, and the P maybe changed up or down to compensate? I am kinda shooting in the dark here. It may well be that the given rudder movement vs. Q is, in fact too high, and needs to be decreased? Or maybe just at the specific Q's related to where the problem occurs?

As I mentioned, PID controllers are far from my specialty. I am on a steep learning curve here. Having said that, the changes I've made so far, to the various aircrat.cfg settings anyway (including the PID controller settings), seem to have the situation resolved. Did I make the correct changes to the correct things? I don't know. Maybe I am totally messing up another flight regime. Or the plane's performance overall. I'm still testing, but it SEEMS to have the problem cured on MY system. My joystick, my computer, my settings for the controls in FSX, etc. without altering the flight characteristics. At least that I can see.

I hope this all at least points somone in the right direction, or maybe gives some idea of where-in lie-eth the rub.
Good fortune to all! I know I am sure loving this plane. Even the challenges :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: APUtech on October 08, 2015, 06:30:09 am
PhantomTweak, thank you for the .cfg file entries. I apologize for not replying with my thanks sooner; I seem to having fewer shuddering episodes now. ;D
Of late I have been doing some serious bingeing on a tricked-out 747-400, flying all over the place on cargo runs, eventually returning to KSAN (my home town) to strap into the F/A-18C parked at NAS North Island for a "dessert" run: I usually head east to NAF El Centro, run the tanks dry once or twice doing slow flight and touch n gos in the pattern, then fuel up and head north to KNUQ "nuke" Moffett, where I drain a tank in the pattern (rwy 32L) before refueling and heading back to KNZY. Love that Hornet!  :D
So how are you doing, are how's the flying going?

APUtech
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on October 08, 2015, 08:07:13 pm
Quote
...and head north to KNUQ "nuke" Moffett,...
Hey now! I was born in Redwood City, and raised up in Woodside. Moffet is where I saw my first F-4 Phantom II, The Blue Angels doing an airshow :D I remember at least one went through the big blimp hangar (Hangar 1) at full bore. Right over the crowd and into the hangar. It was awesome! I vowed to work on those (or maybe even fly em, but I had a stupid attack and went enlisted). I did wind up working on them, at least. I think I was 8 or 9 at the time.

Quote
So how are you doing, are how's the flying going?
Me, I like to take off from Miramar, and go raise havoc in Yuma ;D A high-low-low-high profile. I was stationed there for a long time, and hated the place for every minute of it, so dropping "bombs" all over it is a blast, pun intended...Maybe intercept an airliner or two on the way out, or "bounce" a GA aircraft, just for fun. I love flying this bloody plane!

Quote
I seem to having fewer shuddering episodes now.
Feel free to make changes to what I sent to fine tune it. The Sideslip line of the PID controllers seems to be the biggie. Be VERY cautious about the second number (the I of the PID controller) as it can have unexpected effect. Make very small changes at a time.
I also made a few small changes to the .air file, if you want me to post that too. I can post the text version AirEd generates too, if you like. Like I said, I like to tweak things  ;D

Have a great time, and enjoy whatever it is you're doing! After all, if you aren't having fun, what's the point? Of anything...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Cynide on October 09, 2015, 03:51:41 pm

First off... to everyone who contributes to developing this plane, THANK  YOU! Awesome work!

My first post... Finally got most stuff working OK on this bird... I was waiting for someone to just come up with a collimated HUD for the FA/18 (I use Flyinside for my Oculus DK2) and stumbled upon this gem! This is like a dream come true!  The thing that would make it the ultimate for me is to fire weapons using Tacpack. I used to work on "A" model hornets in VFA-204 in New Orleans as an avionics tech(AT), and have an idea how the weapons were set up on that jet. I am willing to dig into Tacpack and see if I can contribute to giving my Rattler some fangs. Do you have some pointers to a first-timer Tacpack user? And is there anything I can use so far? Anything would be greatly appreciated.

Cy
Title: Re: New FSXBA Hornet
Post by: Victory103 on October 09, 2015, 05:17:39 pm
Welcome Cynide, always great to have more members with real world experience contributing to a freeware model. Long time Tacpack user, but hardly a coder, so I would first direct you to the VRS forums and the TP SDK wiki for starters.

http://forums.vrsimulations.com/support/index.php/TacPack_SDK
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on October 09, 2015, 10:19:54 pm
Welcome Cynide!
Great to see a fellow Avionics tech (Tweak ;D )
I was AQ at Yuma, in VMFAT-101, back when they were F-4 Phantom II's :) A little older tech, but hey, still an Avionics rate. I'm going to guess maybe you were I-Level too, no?
Anyway, Welcome, and it looks like Mr. Victory got the answer in before I did :)

Have fun, and good luck on your endeavour!
Pat☺
Title: Re: New FSXBA Hornet
Post by: edakridge on October 09, 2015, 11:14:10 pm
Cynide and anyone else, I have made some progress in enabling Tacpack functions  on the Fleet 15.2 model. I have got AIM-9,MK-82,MK-84,Gun,Chaff,Flares,Tacpack Tacan and ILS working. There is still much work to be done though, if anyone is able and willing. Here is a link to what I have got done: https://backup.filesanywhere.com/fs/v.aspx?v=8d6b668f605f75b86d

I repeat, this is for the 15.2 model. The Panel.cfg is different in the 15.6 model.
Title: Re: New FSXBA Hornet
Post by: Cynide on October 10, 2015, 01:39:44 am
Downloading it now, thanks! How difficult do you think it would be to update to the 15.6 panel? I only ask so I can get insight into what is required...
Title: Re: New FSXBA Hornet
Post by: edakridge on October 10, 2015, 12:31:11 pm
Not that difficult, I just have to find time.
Title: Re: New FSXBA Hornet
Post by: Cynide on October 10, 2015, 02:51:37 pm
Got the Tacpack gun working in 15.6... I will tackle the AIM-9 selection and firing next.  ;D The help is greatly appreciated!

Question: On the "A" model, I think we only had "smart" weapon provisions on the outboard wing stations( 2 and 8 )... does the "C" allow for all four wing stations  to be "smart" capable?
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on October 10, 2015, 09:11:18 pm
I found this
Quote
• F/A-18C/D can carry up to 13,700 pounds of external ordnance.
• Weapon stations include: two wingtip stations for Sidewinders; two outboard wing stations for air-to-air or air-to-ground weapons; two inboard wing stations for fuel tanks, air-to-air, or air-to-ground weapons; two nacelle fuselage stations for AMRAAMs, Sparrows, or sensor pods; and one centerline station for fuel or air-to-ground weapons.
on this page:
http://www.globalsecurity.org/military/systems/aircraft/f-18-specs.htm (http://www.globalsecurity.org/military/systems/aircraft/f-18-specs.htm)
It appears to me that yes, the inner and outer wing stations can, in fact carry guided weapons for A-A or A-G, whichever. I KNOE this includes JDAMS, AMRAAMs, MAVERICKs, HARPOONs, and so on.
Tells me the short answer to your question is yes, it can.

Hope this helps a little :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: Dman on October 11, 2015, 09:59:14 pm
in P3d V 2.5.. im getting this message: Hornet FCS simconnect exception: SIMCONNECT_EXCEPTION_UNRECONGIZED_ID

any ideas?
Title: Re: New FSXBA Hornet
Post by: Orion on October 11, 2015, 10:20:11 pm
I don't have P3D, but try updating to the most recent version (available in this post: http://www.fsdreamteam.com/forum/index.php/topic,6944.msg94146.html#msg94146).  You must also install the Microsoft Visual C++ 2015 Redistributable (x86) (https://www.microsoft.com/en-us/download/details.aspx?id=48145) in order for the FCS to function.
Title: Re: New FSXBA Hornet
Post by: Victory103 on October 13, 2015, 06:19:28 am
Cynide and anyone else, I have made some progress in enabling Tacpack functions  on the Fleet 15.2 model. I have got AIM-9,MK-82,MK-84,Gun,Chaff,Flares,Tacpack Tacan and ILS working. There is still much work to be done though, if anyone is able and willing. Here is a link to what I have got done: https://backup.filesanywhere.com/fs/v.aspx?v=8d6b668f605f75b86d

I repeat, this is for the 15.2 model. The Panel.cfg is different in the 15.6 model.

Great job on this, reinstalled 15.2 and conducted a complete weapons and refueling test. All checked 4.0 on my end. I assume the refueling gauge only replenishes internal tanks. Just need a CCIP HUD mode now.

Only 2 small things I got was the 'Winder tone would stay on after I selected another weapon, target box would not stay on targeted AI.
Title: Re: New FSXBA Hornet
Post by: edakridge on October 13, 2015, 12:44:34 pm
Roger victory. I know about the sidewinder tone. Not sure how to fix it yet. Did you use the refuel gauge or regular tacpack refueling? I am not sure if I've got that code right yet. The HUD coding is not mine.(Even though I wish I was that smart) I just removed some lines from it that conflicted with the Tacpack weapons code.
Title: Re: New FSXBA Hornet
Post by: edakridge on October 13, 2015, 02:21:52 pm
Here is a link to the files needed to use my coding with the 15.6 model: https://backup.filesanywhere.com/fs/v.aspx?v=8d6b67885a5f7178726a

To install: Unzip (Beware of "The folder within a folder"), Place into Simobjects/Airplanes, Merge with the existing folders, Overwrite when prompted.

Use:
Keyboard commands:
Control+Shift+2=Gun
Control+Shift+3=MK-82
Control+Shift+4=MK-84
Control+Shift+5=AIM-9
F=Flares
C=Chaff
W=Rearm

To read Tacpack tacan and ils, simply input your carrier or tanker freq into the UFCP. It will show as off, but the pipper and DME info will appear in the HUD. At 10 miles out the ILS crosshairs will appear. There is no need to switch to the ILS freq. To get a target lock in the HUD, AA switch and Master ARM must be on. The HUD will lock the closest target. I have added some code for A To A refueling, but I don't know if it is working or not. I am in the middle of setting up a new computer, and I have kind of pushed this to the back burner.

I just want to point out that this is NOT my project. This is a community effort, and I have learned and borrowed code from many other people. There are many people out there much smarter and with better skills than me. If anyone can improve on what I have done they are welcome to do so!
Title: Re: New FSXBA Hornet
Post by: einherz on October 13, 2015, 03:37:27 pm
hi, return to those babys, and now fly clean grey aggressor, all system nominal, but befor craft starting, i have to close some popup windows about .gau and something else, how i can fix it, i found *.gau in my gauges, but it stay messaging me...
if this matter, p3d v3 here
(http://1.1m.yt/Pe-u25ZaA.jpg)
(http://3.1m.yt/SfTSbxEJr.jpg)
Title: Re: New FSXBA Hornet
Post by: Lion207 on October 13, 2015, 06:22:08 pm
P3D 2.5; I'm getting same error as dman:

Hornet FCS simconnect exception: SIMCONNECT_EXCEPTION_UNRECONGIZED_ID

I've re-downloaded/reinstalled both the aircraft and the MS Visual C++ Redistributables (x86).

Any ideas?

~Matt
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on October 13, 2015, 08:14:35 pm
Quote
and now fly clean grey aggressor, all system nominal, but befor craft starting, i have to close some popup windows about .gau and something else, how i can fix it, i found *.gau in my gauges, but it stay messaging me...
if this matter...
IIRC, this is a small situation involving the Panel Aliasing. Check the posts in this area: http://www.fsdreamteam.com/forum/index.php/topic,6944.msg94196.html#msg94196 (http://www.fsdreamteam.com/forum/index.php/topic,6944.msg94196.html#msg94196)
It's on page 63 of this thread. It's how-to on fixing this problem.

By the by, a question, if I may for Mr. Edakridge: I am presuming one must buy the TacPac from VRS before this mod will work, yes? Just making certain...

Pat☺
Title: Re: New FSXBA Hornet
Post by: Cynide on October 13, 2015, 08:41:26 pm
Thanks for the update. I never got past getting the gun working on the 15.6 model.
Title: Re: New FSXBA Hornet
Post by: einherz on October 13, 2015, 09:10:23 pm
Quote
and now fly clean grey aggressor, all system nominal, but befor craft starting, i have to close some popup windows about .gau and something else, how i can fix it, i found *.gau in my gauges, but it stay messaging me...
if this matter...
IIRC, this is a small situation involving the Panel Aliasing. Check the posts in this area: http://www.fsdreamteam.com/forum/index.php/topic,6944.msg94196.html#msg94196 (http://www.fsdreamteam.com/forum/index.php/topic,6944.msg94196.html#msg94196)
It's on page 63 of this thread. It's how-to on fixing this problem.

By the by, a question, if I may for Mr. Edakridge: I am presuming one must buy the TacPac from VRS before this mod will work, yes? Just making certain...

Pat☺
yes, i seen that, and now my sound work(all systems ready), but popups stay with me
Title: Re: New FSXBA Hornet
Post by: edakridge on October 13, 2015, 09:25:52 pm
Quote
By the by, a question, if I may for Mr. Edakridge: I am presuming one must buy the TacPac from VRS before this mod will work, yes? Just making certain...

Yes, Pat
Title: Re: New FSXBA Hornet
Post by: Victory103 on October 14, 2015, 05:12:54 am
Roger victory. I know about the sidewinder tone. Not sure how to fix it yet. Did you use the refuel gauge or regular tacpack refueling? I am not sure if I've got that code right yet. The HUD coding is not mine.(Even though I wish I was that smart) I just removed some lines from it that conflicted with the Tacpack weapons code.

Spawned my favorite Raz AI KC-130J tanker via Tacpack, TACAN channel in UFCP, and had data in the HUD along with a "hot"  nose (no way to silent radar). Freeware refueling gauge was set to tanker, position was directing astern vice the modeled hoses, limitation to gauge I assume. I could take on 83% fuel per HUD in the 15.2 Training/Fleet panel.
Title: Re: New FSXBA Hornet
Post by: Orion on October 14, 2015, 06:37:16 am
New test version of the FCS available.

Changes:

Download here: https://dl.dropboxusercontent.com/u/19121193/FSX/FSXBA/HornetFCS.html

To install, first install the Microsoft Visual C++ 2015 Redistributable (x86) (https://www.microsoft.com/en-us/download/details.aspx?id=48145), then copy HornetFCS.dll to your FSXBA Hornet panel folder, replacing the existing file.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on October 14, 2015, 11:17:34 am
Hello, Mr. Orion! Always good to hear from you  :)

Is the Visual C++ you are requiing to be installed a new version from the last one you posted? When the v15.6 first came out? Or is this just a requirement in general, as you posted previously, for the Autothrottle and so on to work? I am just wondering if we need to DL and install yet another copy, is all. No big deal if it is, especially once I got the whole 32 vs 64 bit thing figured out, I'm just curious, as usual :D

Mr. Edakridge,
Thank you for your response! I appreciate it :)

Mr. Einherz,
I am still considering those pop-ups. I don't have a lot of time tonight, but I'll see what I can find in the AM. I don't have P3D, but it should work about the same, as far as those two things you're getting the pop-ups about, as FSX, I believe.

Pat☺
Title: Re: New FSXBA Hornet
Post by: Orion on October 14, 2015, 08:47:32 pm
Is the Visual C++ you are requiing to be installed a new version from the last one you posted? When the v15.6 first came out? Or is this just a requirement in general, as you posted previously, for the Autothrottle and so on to work? I am just wondering if we need to DL and install yet another copy, is all. No big deal if it is, especially once I got the whole 32 vs 64 bit thing figured out, I'm just curious, as usual :D

It's the same version of the Visual C++ 2015 Redistributable.  The requirement hasn't changed; I just want to make it clear that it's still necessary.
Title: Re: New FSXBA Hornet
Post by: einherz on October 14, 2015, 09:45:27 pm
@PhantomTweak, i think is just conflict beetween gauges in f/a-18 folder and p3d/gauges dir, any way would be cool use hornet original sound without dsd_fsx_xml_sound_v520.zip, i use it for lancair of realair, in p2/3d is only one way have sound work right
i have one question yet about landing is very unstable, and after touch and in an air, ac go left and right like crazy missile with broken gyroscope:)
look like it was accu_feel, all unstable effects was hypper bonus:)
forgot about light, remember in the flight:) when flood is on in the cabine, all flaps/gear indicator illuminate all time
and thank you everyone
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on October 15, 2015, 09:15:02 am
Quote
i think is just conflict beetween gauges in f/a-18 folder and p3d/gauges dir, any way would be cool use hornet original sound without dsd_fsx_xml_sound_v520.zip, i use it for lancair of realair, in p2/3d is only one way have sound work right
Probably. The Hornet uses dsd_xml_Sound.exe. The original version. If you have other versions in the Gauges folder,it may be trying to read those first, so the cockpit sounds don't have the right .ini files for themselves. Have you tried DL'ing and placing the original dsd_xml_sound file and  placing it in the Hornet Panel folder to be crtain it's correct? The .ini files it needs should already be in the Training load-out's Panel folder...

Thanks, Orion. I appreciate the confirmation ;D
Pat☺
Title: Re: New FSXBA Hornet
Post by: einherz on October 15, 2015, 12:29:22 pm
no, i think, i just have to change name of gau and change any text in 18c dir with that gau:)
and this work:)
c:\P3D\SimObjects\Airplanes\FA-18C_FSXBA2015 15.6 Training\Panel.Fleet\dsd_fsx_xml_soun.gau < name changed
c:\P3D\SimObjects\Airplanes\FA-18C_FSXBA2015 15.6 Training\Panel.Fleet\panel.cfg <only 3 lines of this gau was changed
stay problem with mirrors, they have no mirrors:)
and little problem, if start from simlauncher and forgot fuel pump check off is sound annoying and can not be disable in the hornet
Title: Re: New FSXBA Hornet
Post by: jimi08 on October 31, 2015, 11:55:51 pm
Hello Gents,

Just as a quick update.  Made it to Hawaii and FINALLY got my Household Goods in a couple of days ago.  In the process of setting things up.  Should be back in action in a few days.

Can't wait to get back into the mix of things.  It's been too long.

Hope all is well for all of you.

-Jimi
Title: Re: New FSXBA Hornet
Post by: einherz on November 01, 2015, 12:08:26 am
orbx doesn't update objectflow for airports for p3d v3 so some of us not well...
hi, just kidding, glad to hornet stay improve
Title: Re: New FSXBA Hornet
Post by: AvgeekJoe on November 01, 2015, 09:07:14 am
Really appreciate all the work that's been done on the Hornet. 

That said, there's one paint that's badly missing for this beaut:

(https://farm3.staticflickr.com/2808/9410043091_bd60f189f3_c.jpg) (https://flic.kr/p/fkwVYg)READY TO A+ AMBUSH SOME GROWLERS (https://flic.kr/p/fkwVYg) by Joe A. Kunzler (https://www.flickr.com/photos/avgeekjoe/), on Flickr

(https://farm3.staticflickr.com/2892/9407244326_d9c5ba02ef_c.jpg) (https://flic.kr/p/fkhzZG)AMBUSH OF THE RED STAR (https://flic.kr/p/fkhzZG) by Joe A. Kunzler (https://www.flickr.com/photos/avgeekjoe/), on Flickr

(https://farm8.staticflickr.com/7328/10150737514_4bffe80b1a_c.jpg) (https://flic.kr/p/gsZbBL)Ambush on the NAS Whidbey Tarmac... (https://flic.kr/p/gsZbBL) by Joe A. Kunzler (https://www.flickr.com/photos/avgeekjoe/), on Flickr

Photos are mine, BTW.
Title: Re: New FSXBA Hornet
Post by: einherz on November 01, 2015, 09:56:48 am
alll aggressors skeen is must have:) but as my wanted - without fuel tank(s)
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on November 02, 2015, 09:03:39 am
Hi Jimi!
Glad to see ya again, and that you are getting squared away :D
Tanke your time, enjoy Hawaii :) If you get a chance, go try Kauai. My all time favorite Island. Surfing it's north shore is wicked awesome. And inland is phenomenal. There's a billion good reasons it's the Garden Isle. And the skin/scuba diving at Poipu Beach is fantastic.
On Maui, give Lahaina a look. There is a open air market that has a little of everything! And the restaurants right on the ocen are marvellous. I don't know if it's still there, but there was an old Pineapple plantation that they converted to an incredible restaurant. Up on top of a mountain. The views are incredible.
I'm sorry. SO many things to see and do. You won't believe how fast your time will go. And you'll regret when the time comes to go back to the mainland. Sadly, if I recall correctly, your money will go fast too...
Anyway, great to see ya :D Looking forward to any new updates!

AvgeekJoe, those look like they'd be awesome paints. I look forward to anyone making them up for us all! Me, I couldn't paint a board with a brush if I had to...

Anyway, glad to see everyone is still rocking and rolling! Have fun flying this incredible bird they've been so kind as to put up for us! I know I sure do!! ;D
Pat☺
Title: Re: New FSXBA Hornet
Post by: Snake on November 03, 2015, 10:05:24 pm
how do you get the tailhook to work when using fsrecorder? when flying formation and all aircraft have the hook deployed only the the aircraft selected as the user ac will show as being deployed. any help would be appreciated.
Title: Re: New FSXBA Hornet
Post by: Azframer on November 04, 2015, 07:32:16 pm
how do you get the tailhook to work when using fsrecorder? when flying formation and all aircraft have the hook deployed only the the aircraft selected as the user ac will show as being deployed. any help would be appreciated.
Most likely you were flying a D model, I've noticed the D model before startup the tail hook is always in a relaxed or down position and will show up like that in flight in playback in FSrecorder until the config is fixed (above my head).

Rick
Title: Re: New FSXBA Hornet
Post by: Snake on November 04, 2015, 08:35:00 pm
thanks for the info but i was flying the c model. i haven't  got around to testing the d mod but i will try it out and see what happens. thanks .
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on November 06, 2015, 09:14:24 am
FSRecorder I haven't the faintest clue about. No idea what's what with that.
Having said that, the Hornet (both C&D) looses hyd pressure with the engines shut down and the APU off. Thus, the tail-hook, flaps, ailerons, the gear doors, and rudders "relax". When any one of those starts up, they all go their "neutral" positions. IE: Hook up, flaps, rudders, and ailerons at 0°, and the gear doors should shut. I believe that's how the FSDT Hornets work as well.
I may well be wrong, and i hope Jimi or Orion will correct me if I am :D But that's how they work In Real World hornets.
I don't know if that helps any at all...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Victory103 on November 06, 2015, 07:25:21 pm
Pat,
That might be an early Lot "A" model thing, but the tailhook is not going to drop after hyd press is removed. I've never seen this on C/D's ashore or on the boat.

For FSR, I'm assuming you have all the FS key commands checked for recording?
Title: Re: New FSXBA Hornet
Post by: micro on November 08, 2015, 04:22:33 am
All carrier aircraft have their tailhooks locked up by a latch. But the hooks are actually driven downward with a large hydraulic force. This is done to try to prevent "hook skips" where the hook hits the deck and then bounces up, missing the wires. So, yes, if it were not for the latch, the hook would fall after the hydraulics bled off. That's why crewmembers are taught to never walk under the tailhook. If that latch fails, you're going to need a few motrin.
Title: Re: New FSXBA Hornet
Post by: mjrhealth on November 08, 2015, 04:44:45 am
When replaying back make sure you go into cockpit and start engines, than all should be good, doesnt always happen automatically even though the sounds may be playing.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on November 09, 2015, 07:47:14 pm
Quote
That's why crewmembers are taught to never walk under the tailhook. If that latch fails, you're going to need a few motrin.
Absoluely! Never go under the tailhook, flaps, or geardoors, if they are up. Never trust a latch. They fail all the time.
Even with a cranial on, you are gonna get a headache. Bigtime.
Not to mention having a chat with some people with scrambled eggs on their covers...

Pat☺
Title: Re: New FSXBA Hornet
Post by: deimos256 on November 09, 2015, 08:56:16 pm
Ok I have installed some of the Hornets and have played around with them and have a couple questions.  First off I installed the Base pack which I think was called training or something like that and then I installed the A-A versions with air to air missiles.  The first issue is the wing tip Sidewinders do not show up when viewing the tips from the VC.  My second question is stores and the centerline tank.  The tank appears on the external model and the fuel and loading page shows an external tank.  Problem is I cannot get the cl tank to drop, the jettison buttons doing nothing, also on the fuel page of the MFD it shows a value of 0 for the center external tank despite it being full.  Is this just a limitation of the aircraft or am I missing something?  Also I have found there to be an exorbitant amount of smoke coming out the rear of the aircraft, is this normal?
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 10, 2015, 04:16:10 am
Deimos,

The first issue is the wing tip Sidewinders do not show up when viewing the tips from the VC. 
This is the result of limitations to the source model files.  This will remain a limitation for a while.

Problem is I cannot get the cl tank to drop, the jettison buttons doing nothing, also on the fuel page of the MFD it shows a value of 0 for the center external tank despite it being full.  Is this just a limitation of the aircraft or am I missing something? 
Working on this one.  Hopefully we will be able to integrate fuel levels better into the avionics soon.

Also I have found there to be an exorbitant amount of smoke coming out the rear of the aircraft, is this normal?
The F/A-18C Training Folder has an effects folder that contains effects that need to be installed in the Sim's main effects folder.  Have you installed them yet?

Thanks.

Jimi
Title: Re: New FSXBA Hornet
Post by: KC on November 23, 2015, 09:47:23 pm
Hey

Is there any chance, that a model with a AIM-9X and a FLIR pod will be created?

Cyrill
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 27, 2015, 09:26:13 am
Hey

Is there any chance, that a model with a AIM-9X and a FLIR pod will be created?

Cyrill

Unfortunately, we probably will not be able to accommodate this anytime soon.
Title: Re: New FSXBA Hornet
Post by: Wood on December 16, 2015, 09:36:10 pm
Great job on this.. thank you for sharing. It's great to be able to fly multiple crew on a mission and for training. Question, has anyone successfully get everything working in P3DV3. Not everything like UFCD or AOA works in P3DV3. 

Thanks in advance.

Wood
Title: Re: New FSXBA Hornet
Post by: jimi08 on December 17, 2015, 03:54:36 am
Hey Wood,

Thanks.  Unfortunately, I've had similar experiences in V3, with the same issues you've mentioned.  Had a brief discussion with Dino Cattaneo, and he informed me that the coding for V3 is a little different and more scrutinized that it is with previous variants of P3D and FSX.  As soon as I get a few things ironed out here, I will see what I can do to fix things over there.  I do fear however, there are some things I will not be able to fix, in particular, the avionics coding that is borrowed from the Acceleration Hornet.  I would need to be able to decompile their coding, which I am unable to do.
Title: Re: New FSXBA Hornet
Post by: jc005e on December 17, 2015, 09:27:41 am
I know this is a bit off topic but wonderful Job on your F-18C  :)  Im glad we finaly got a legit realistic flying Hornet into the flightsim community.

Since I admired the jet and the work of this model , ive decided to create Flight simulator (FSX)  Cf-18 Hornet Demonstration team to help get this wonderful aircraft noticed.      A special thanks to Jimi08 And sludge for making updates for this jet up to date and We all look forward towards more to come.


If any of you are interested in checking the team out , here is our facebook page.  Thanks agian guys!  keep up the great work.
https://www.facebook.com/Flight-Simulator-CF-18-Hornet-Demonstration-Team-1600037803576065/
Title: Re: New FSXBA Hornet
Post by: Wood on December 17, 2015, 09:56:05 pm
Hey Wood,

Thanks.  Unfortunately, I've had similar experiences in V3, with the same issues you've mentioned.  Had a brief discussion with Dino Cattaneo, and he informed me that the coding for V3 is a little different and more scrutinized that it is with previous variants of P3D and FSX.  As soon as I get a few things ironed out here, I will see what I can do to fix things over there.  I do fear however, there are some things I will not be able to fix, in particular, the avionics coding that is borrowed from the Acceleration Hornet.  I would need to be able to decompile their coding, which I am unable to do.

jimi08

Thanks for the reply. Sounds fantastic and look forward to it. Fantastic job!!

wood
Title: Re: New FSXBA Hornet
Post by: Ztimbre on December 19, 2015, 12:07:22 am
Here is a link to the files needed to use my coding with the 15.6 model: https://backup.filesanywhere.com/fs/v.aspx?v=8d6b67885a5f7178726a

To install: Unzip (Beware of "The folder within a folder"), Place into Simobjects/Airplanes, Merge with the existing folders, Overwrite when prompted.



Hi guys.  Really liking the 15.6 Hornet.  Does anyone have a current link for the Tacpack mods done by edakridge?

cheers,
Z.
Title: Re: New FSXBA Hornet
Post by: edakridge on December 19, 2015, 01:45:30 pm
Here You go: https://personal.filesanywhere.com/fs/v.aspx?v=8d6c638e59677078b096
Title: Re: New FSXBA Hornet
Post by: Ztimbre on December 20, 2015, 09:42:25 pm
Thank you!
Title: Re: New FSXBA Hornet
Post by: Ah-Menace on January 29, 2016, 11:33:00 pm
Hey Fellas,
 Anything new?Any updates?I've been working on some new textures that I will be releasing soon.
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 30, 2016, 02:50:31 am
Ahmenace,

Absolutely!  Got 16.1 down the hopper and a lot of progress has been made in the last few months including the following:
-More TACPACK weapons integration.  Can now drop MK-82 and 84 dumb bombs, fire Sidewinders and AMRAAMs, and launch Zuni rockets and Maverick Missiles!
-HUD symbology has been upgraded for navigation Air to Air and Air to Ground modes, and TACPACK Carrier ILS implementation.
-Got a few new/updated textures as well.  We've been continuing the work you've done on the cockpit textures and have included 4 new textures.
-New auto-installer to make installations a lot easier.
-Updated FCS and flight dynamics.

Got a few more things to smoothen out before releasing the next update.  Expect a download link to the new variant by next week.
Title: Re: New FSXBA Hornet
Post by: FERG on January 30, 2016, 12:46:45 pm
Jimi

huge thanks for the great work on the jet and looking forward to next weeks release. Forgive me if this question has been asked before but is there scope to include squadron colours on the pilot figure's helmet. For example some USMC guys wear the camouflage covers on their helmets?

cheers

Ferg
Title: Re: New FSXBA Hornet
Post by: Hawker on January 30, 2016, 07:18:15 pm
Can someone post a link for the tacpack files please? Seems the previous ones are dead.
Thanks
Title: Re: New FSXBA Hornet
Post by: edakridge on January 30, 2016, 10:02:32 pm
The 16.1 version will include the work that we have done with Tacpack up to this point.
Title: Re: New FSXBA Hornet
Post by: Ah-Menace on January 30, 2016, 11:41:14 pm
Jimi,
 Kool thanx for the info bro! Here's whats coming,hopefully I can pm you before you release 16.Let's just say I've been learning more about PS and A.I. and finally understand Normal and Alpha files!
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 31, 2016, 02:42:33 am
Very Nice Ahmenace!  Yes, I'll send you a PM.

BT

Thanks Ed.  Yes, Hawker, the next beta release will include tacpack functionality.  Should be out within a week.

Jimi
Title: Re: New FSXBA Hornet
Post by: Hawker on January 31, 2016, 01:59:43 pm
Outstanding , thanks. Also, is there a way to remove the stopwatch in the cockpit?  I don't see a manual anywhere, perhaps I've missed it, or its in a previous version.
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 31, 2016, 09:59:21 pm
Remove it?  For which variant?  The stopwatch should only be in the Blue Angels variant  (true to the real version) and is not removable.  It is operable however through the use of the "Spoilers Armed" function.
Title: Re: New FSXBA Hornet
Post by: Hawker on February 01, 2016, 12:24:48 am
Well that's interesting, I have in in the FA18D line version. Possibly installed something wrong? Not a major problem as I've aliased it to the C.
I did find a manual in the older 12.3 package on simvation in case anyone else is looking.

If possible can the tacpack gurus include the LGB's please? Ive gotten pretty good at using the VRS F18E and recording laser designating targets in fsrecorder, then playing it back and dropping LGBs with the M2000 and F14D/GR4.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 01, 2016, 01:37:45 am
....Yeah....the "D" version....  Not really supporting that one as of now, and will probably be a while before I really start re-engaging that one.  The D was created and mainly designed to be used as an FSX Blue Angel bird.  As you stated previously, you can make coding changes and mix-match cockpits with exterior models if you desire.

As for the TacPack side of the house, can promise anything here.  As of know, my knowledge of TacPack doesn't cover LGBs yet, and even if so, I would need to be able to tap into the avionics of the jet such as the MFDs in order for functionality to be somewhat accurate. 

Only two possible ways to remedy that....
     1.  Get the source coding from the FS Dreamteam, so that we can make adjustments/changes as needed to include the functionality (not going to happen anytime soon), or...
     2.  Create all new avionics for the jet from the ground up (also not going to happen as I do not have the coding expertise). 

The closest thing I MIGHT be able to do at this point (been trying for the last 2 weeks..) is some sort of "Boresight Mode" where you point the jet visually at the object you intend to deploy LGBs to and those coordinates get sent to the bomb before it's released.  I would image it would work a lot like CCIP (...but for smart bombs) if you are familiar with that.  From there it would track to its target.  But using the good ol' radar to lock up the target and have the camera feed track the target until detonation..... don't really see that happening anytime soon, unless someone with the proper knowhow volunteers their skills.

Sorry, don't really have any good news for you, but that's where we stand at this point.

Jimi
Title: Re: New FSXBA Hornet
Post by: Hawker on February 01, 2016, 02:17:33 pm
My apologies, I wasn't asking for functioning smart bombs/LTD, etc . Hoping the team can add the GBUs to the load out , as in the metal2mesh M2000 for example. Ive found using the VRS superbug can lase the target, recorded and played back as AI, then player controlled tacpack aircraft can drop the GBU which will track." buddy lasing"
Not sure on the mechanics behind this, but if I add a tacpack gbu to an aircraft and try this method as a "releasable object" it doesn't track. It will work if the munition is part of a tacpack enabled aircraft however.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 04, 2016, 06:20:37 am
Gents,

There has been much progress on the jet. Below is the most recent version is 16.1 and is considered the latest Beta version.

FSXBA F/A-18C 16.1
https://drive.google.com/file/d/0B3So3WwTLPRZVU1jaVUtTXZIVVU/view?usp=sharing

Most notable changes include:
-FCS logic changes:  

Huge thanks to ORION for all of the work (and miracles) that he's done with coding this Flight Control System!

>Got rid of the complete cross-over from G Command to Pitch Rate Command and vice versa.  New FCS now incorporates a Primary G Command system with Pitch Rate feedback below cornering speed (310 knots).  This has shown to provide a smoother transition between zones and seems to keep more in line with the description of the system.  Also adjusted the error zeroing coding to fix "pitch notching" issue that was experienced while trying to reset pitch input error.

>Re-adjusted all PIDs to minimize error.  Still working on roll and yaw axis PIDs as they still remain a challenge.

>AOA during transition from UA mode to PA mode is captured and set as initial AOA up entering PA mode.  With Weight ON Wheels, Trimmed AOA is maintained until changed manually by pilot input.  Per input from SLUDGE, stabs are automatically deflected upward to a set position until input is sensed from the pilot upon landing.

>AOA command authority able 22 degrees AOA has been adjusted for better control.

>Rolling Surface to Rudder Interconnect (RSRI) has been re-introduced into the system by use of Rudder Trim.  System uses lateral stick position and speed to feed in rudder while rolling the aircraft.

>Takeoff Trim has been reprogrammed as dynamic system using an initial set position for the stabs and then gradually increasing stab position to rotate the aircraft at roughly the same speed.  New system takes airspeed and aircraft weight into account.

>Trim re-centering function has been updated to re-center elevator and aileron trim once activated.  Re-centering function can be activated by pressing the TO Trim button with Weight OFF Wheels.

>Updated the Automatic Throttle Control (ATC) to more accurately maintain speed based on UA or PA modes.  ATC deactivate mechanisms have also been updated to deactivate ATC based on NATOPS.


Aircraft Config & .Air File Changes:
>Big thanks to PETER and PAT for the new Moments of Inertia (MOIs).  All variants have been updated.

>Per recommendation of SLUDGE, increased max stab deflection.  PIDs re-adjusted to reflect.

>Retested aircraft performance in PA mode and adjusted flap lift and drag in order to match calculated approach speeds at given AOA and throttle setting.

>Resolved "ghost flap" issue by removing extra flap entries (Rudder Toe-In & Aileron Droop) from CFG and included them into Trailing edge flaps.  Adjusted .air file and PIDs to compensate.


TacPack Integration:
>With big help from Ed Akridge ED AKRIDGE and DINO CATTANEO, we were able to better integrate TacPack into the jet with working Gun, Sidewinders, Mk-82s, Mk-84s, Zuni Rockets.  Maverick Missiles fire, but do not track (still working this issue).  Chaff and Flares work as well as the audible warning tones for the Radar Warning Receiver (RWR).

I simplified the steps needed to set up the jet to deploy certain ordnance by creating macros.  See the button combination below for each weapons mode:
Ctrl + Shift + 1 = No Mode (Navigation Mode)
Ctrl + Shift + 2 = Air to Air Gun Mode
Ctrl + Shift + 3 = Air to Air Sidewinder Mode
Ctrl + Shift + 4 = Air to Air AMRAAM Mode
Ctrl + Shift + 5 = Air to Ground Gun Mode
Ctrl + Shift + 6 = Air to Ground MK-82 Mode
Ctrl + Shift + 7 = Air to Ground MK-84 Mode
Ctrl + Shift + 8 = Air to Ground Zuni (Rockets) Mode
Ctrl + Shift + 9 = Air to Ground Maverick Mode
F = Flare
C = Chaff
W = Weapons reload

Please keep in mind that the user has to be in the virtual cockpit view when pressing these macros for the function to work.  The weapons available are based on the variant, so if the model doesn't show bombs attached to the wings, don't expect that particular weapons mode to work (i.e. the Air to Air bird, will not drop bombs since they are not loaded, etc).  By pressing the key combinations above, the jet will activate the applicable ordnance, select the appropriate Master Mode and HUD functionality, and activate the master arm switch.  All that is left is to squeeze the trigger or press the pickle button.


Avionics:
>There's been some work on HUD functionality as well.  Thanks to some good input from SLUDGE, we've corrected the trimmed AOA indication in PA mode to display trimmed AOA on the lower right side of the HUD only when the pilot manually changes the assigned AOA through use of the elevator trim function.  The change is only to be displayed on the HUD for 5 seconds.

>Flashing "ATC" will now be displayed on HUD for 10 seconds once ATC has been deactivated.

>Big Thanks to the help of JIVKO RUSEV, both the Ground Target Designator diamond and Continuously Calculated Impact Point (CCIP) targeting piper have now been implemented in the HUD to display selected waypoints and impact points and associated data.

>Thanks again to ED AKRIDGE for his help this time with the implementation of TacPack carrier TACAN and ILS HUD information.  Now the appropriate HUD indications display once TacPack carrier TCN/ILS frequencies are entered into the Up Front Control Panel.

>HUD also displays weapon type and number of ordnance/rounds remaining depending on weapons mode selected.

>We also incorporated an "FCS FAIL" to display on the HUD if the FCS.dll gauge has been detected to have not been loaded or not functioning correctly.

>The Blue HUD Display is now disabled.


Installer:
>Due to the hard work of ORION, a new Auto-installer has been implemented to help those install the new yet.  This installer allows the recipient to select which variants he wants to install on FSX Boxed, FSX Steam, or P3D v2.  It also automatically installs the required C++ Redistributable file and displays the operating manual for the jet upon completion.  At the completion of the installation, the auto-installer opens a pdf manual for the jet (manual is currently being updated and still a work in progress).


Textures:
>Big thanks goes out to BAZZA from Groom Lake Simulations and AHMENACE for the updated cockpit textures and new exterior textures for the jet.  Still working on the night lighting for the cockpit.

Still Working On/Already Know Is Broken:
>Ladder and Chocks no longer work when pressing Shift + E and 3.  Still trying to figure out root cause for this issue.

>Weapons/Ordnance weights contained in the CFGs are adjusted for TacPack enabled aircraft.  Expect the next release to include extra CFGs for those who are not using TacPack.  (Sorry, just ran out of off time, and couldn't fit it in before this release...)

>Updated Aircraft Manual

>Instructional/Tutorial Videos detailing the specifics of the aircraft and how to use its systems.

>Downloadable Paint Kit

>BEFORE ALL OF YOU ASK (because I know it's coming...), there has been NO updates to the Delta (two seater) variant.  I've prioritized all of my efforts in getting the single seater completed first, before moving on to the two seater.


FINALLY!!! That's it!  I know that was a long read, but that should have pretty much gotten you guys up so speed on where we are as of now.
Title: Re: New FSXBA Hornet
Post by: Kea on February 05, 2016, 08:03:22 am
You are an absolute legend Jimi. And of course all the others who have helped on this project. We fly this jet ALL the time.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on February 05, 2016, 09:10:51 am
Woo-HOO!!

Every new version just gets better and better!! I will DL this latest release immediately. I LOVE this bird. It's the only pane I fly 99% of the time, and as soon as the RTWR is over, I'll be back on it!
Not only is this  bird a true joy to fly, but I can't believe such a fantasticaly done plane can be freeware. I can not tell you guys what that means to those of us who have limited budgets. Incredible, amazing...I can't think of adequate superlatives to describe the entire project. It just boggles my mind. Not only the quality of the plane, which would make the best payware design team green, but the amazing efforts of the entire team to make it so incredibly realistic, without a thought towords making money off us for it.

I'll shut up now.
Thank you to Jimi and the entire team for their hard work. I can't think of a better way to express the gratitude I feel for this plane. I am constantly, and strongly, recommending it on "other" forums I visit. And, natually, AICarriers.NET, and vLSO get my strongest recommendations too!  8) I do complain about those mean old LSO's though  :D

Great flights, and great days to one and all...
Pat☺
Title: Re: New FSXBA Hornet
Post by: einherz on February 05, 2016, 11:51:46 am
cool:) thank you, everybody
Title: Re: New FSXBA Hornet
Post by: mikewmac on February 05, 2016, 03:04:30 pm
Woo-HOO!!

Every new version just gets better and better!! I will DL this latest release immediately. I LOVE this bird. It's the only pane I fly 99% of the time, and as soon as the RTWR is over, I'll be back on it!
Not only is this  bird a true joy to fly, but I can't believe such a fantasticaly done plane can be freeware. I can not tell you guys what that means to those of us who have limited budgets. Incredible, amazing...I can't think of adequate superlatives to describe the entire project. It just boggles my mind. Not only the quality of the plane, which would make the best payware design team green, but the amazing efforts of the entire team to make it so incredibly realistic, without a thought towords making money off us for it.

I'll shut up now.
Thank you to Jimi and the entire team for their hard work. I can't think of a better way to express the gratitude I feel for this plane. I am constantly, and strongly, recommending it on "other" forums I visit. And, natually, AICarriers.NET, and vLSO get my strongest recommendations too!  8) I do complain about those mean old LSO's though  :D

Great flights, and great days to one and all...
Pat☺

+1... I'm a complete newbie to the FSXBA world and my hat is off to the team of guys led by Jimi that created this wonderful FSX aircraft. I downloaded v16.1 yesterday and flew it for an hour or so. It is an absolutely awesome freeware FSX aircraft and flies like a dream. ;D

The installer worked perfectly and unlike v15.6, the afterburner and lex vapor effects worked right out of the box, although the afterburner effect was a tad flaky at times. I'm going to re-calibrate my HOTAS Cougar throttle today and see if that helps.  ??? 

The TacPack ordnance macros were a great touch and certainly made using the TacPack integration much more straight forward, especially for a newbie like me.  ;)

I shot down a couple of aircraft with the A2A gun, but for some reason I haven't yet been able to get the A2A Sidewinders or AMRAAMs to fire, but am still trying to figure out what I might be doing wrong. As a quick check, mid flight I substitued in my VRS F-18E and its A2A Sidewinders and AMRAAMs fired and shot down some pesky aircraft before they could escape.  ;D

Today I'm also going to test some of the A2G modes and see if I can move some mud.  :) 
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 05, 2016, 06:03:34 pm
I've been MIA from the forum for some time now, but I've been lurking waiting for a new release in 2016. It has certainly been worth the wait!

Congrats and thanks to "the crew" that made this release possible. She's a stunner!  :o

Pops
Title: Re: New FSXBA Hornet
Post by: pyroperson87 on February 06, 2016, 08:22:55 am
I know you guys have put a lot of time and energy into this project and it definitely shows! I also couldn't be happier that it's freeware. That said...I have some hopefully helpful feedback.

- The nose pitch rate seems excessive for positive G maneuvering. It feels just right for negative G maneuvering. It's not based on anything...just a feeling after doing a few pulls from the pit and from tower/flyby views.

- I never saw vapors during maneuvering. I did at least see wingtip vortices. I also had intermittent burner effects. They popped on briefly for like half of an RPM percent and then disappeared again.

- When I dropped my gear and flaps at the boat the jet trimmed to my CURRENT AOA (4 something) as opposed to 8.1. It's been awhile since I've read the NATOPS but I was under the impression that the jet automatically trimmed to 8.1 when entering PA.

- Onspeed values seemed high for the weight. In the "training" variant with 4500 lbs of gas left my trimmed on-speed speed was about 155. I know the Hornet has slightly higher approach speeds than the Rhino due to the smaller wings but I didn't think it would be THAT much higher. I'll see if I can dig up a value from the NATOPS to verify if needed.

- What keystroke enables/disables ATC?

- Skins are gorgeous. It's a shame the Shrikes are transitioning to Foxtrots as I type this.

- You guys absolutely NAILED the RSRI. Nice!

- Any plans for further TP implementation? I'm pretty stoked with what we already have...only thing I'm missing are NVGs.

Again...amazing work!

Title: Re: New FSXBA Hornet
Post by: AvgeekJoe on February 06, 2016, 08:32:32 am
Quick question: WE got functioning AIM-120s and JDAMs now?

Because if not, that's what's next alongside with fixing vapes please.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 06, 2016, 09:32:38 am
Hey Gents,

Thanks for the good words and feedback.  Much appreciated.

Mikewmac,

Quote
I shot down a couple of aircraft with the A2A gun, but for some reason I haven't yet been able to get the A2A Sidewinders or AMRAAMs to fire, but am still trying to figure out what I might be doing wrong. As a quick check, mid flight I substitued in my VRS F-18E and its A2A Sidewinders and AMRAAMs fired and shot down some pesky aircraft before they could escape.
-Just tested the A2A systems again to make sure something didn't happen to them.  They still work on my end.  Successfully shot down a drone with an AIM-9 at about 3 miles and another drone with an AIM-120 at about 10 miles during my quick tests.  Guns are engaged using the TRIGGER, while the rest are deployed by using the PICKLE button.  Also, please make sure you are using a variant that is armed with these weapons.  Variants such as the CLEAN, TRAINING and BLUE ANGELS will not fire missiles or drop bombs as they are not armed with such.

Pyro,

Quote
- The nose pitch rate seems excessive for positive G maneuvering. It feels just right for negative G maneuvering. It's not based on anything...just a feeling after doing a few pulls from the pit and from tower/flyby views.
-I'll take a look into it.  Shouldn't be a hard fix.

Quote
- I never saw vapors during maneuvering. I did at least see wingtip vortices. I also had intermittent burner effects. They popped on briefly for like half of an RPM percent and then disappeared again.
-Are you running TacPack while having this issue.  I've noticed in the past that effects tend to be intermittent while running TacPack.  Also keep in mind that effects such as the LEX Vapors and Shock Cone Effects are temperature dependent, meaning that the effects are delayed, the colder the ambient temperature.  Recommend running FSX with TacPack disable for a second or two and see if the vapes appear then (make sure you are in a warm area).

Quote
- When I dropped my gear and flaps at the boat the jet trimmed to my CURRENT AOA (4 something) as opposed to 8.1. It's been awhile since I've read the NATOPS but I was under the impression that the jet automatically trimmed to 8.1 when entering PA.
-This is a tricky one here....  I believe the NATOPS does say present to 8.1, and talking to SLUDGE, he noted that the jet initially sets 0.0 on the trim during the transition.  We tried implementing both at one time or another, but both created a very rough transition/handling for the pilot, with he/she really having to fight the FCS until he/she got things trimmed and under control.  What we current implemented is the best we can do at the current time.  Got a few more ideas on implementing this as we speak, though...I'll give them a shot once I get some more time.

Quote
- Onspeed values seemed high for the weight. In the "training" variant with 4500 lbs of gas left my trimmed on-speed speed was about 155. I know the Hornet has slightly higher approach speeds than the Rhino due to the smaller wings but I didn't think it would be THAT much higher. I'll see if I can dig up a value from the NATOPS to verify if needed.
-You are absolutely right and my mistake on this.  Another forum member discretely brought the discrepancy to my attention and have now fixed.  Will provide updated link soon.
Quote
- What keystroke enables/disables ATC?
-Shift + R

Quote
- Skins are gorgeous. It's a shame the Shrikes are transitioning to Foxtrots as I type this.
-Thanks!  I'll pass the good words over to BAZZA.  He's put in a lot of work into these textures and they've come out great.  We've actually been talking about creating a additional "texture add-on pack" that will contain a few more textures that he's been working on such as those used by non-US militaries.  I agree with your comment on the Shrikes!

Quote
- You guys absolutely NAILED the RSRI. Nice!
-Thanks!

Quote
- Any plans for further TP implementation? I'm pretty stoked with what we already have...only thing I'm missing are NVGs.
-TacPack can be painful to implement (well... for slow guys like me anyways...lol).  I am at my wit's end with what we have now and would need help and access to certain source coding that I currently do not have to push any further.  NVGs MIGHT be doable though... I'll look into it when I get a little time.



AvegeekJoe,
Quote
Quick question: WE got functioning AIM-120s and JDAMs now?
-AIM-120s ARE already functioning with the latest release.  As for JDAMS, probably not going to happen anytime soon as I do not have the expertise, skill and access to certain source coding to properly implement GPS, visual, and laser designation for weapons like LGBs, Mavericks, JDAMs and JSOWs.  Sorry.
Title: Re: New FSXBA Hornet
Post by: ExNusquam on February 06, 2016, 08:07:31 pm
I've been unable to get the A/A sidewinders to lock on to anything, what's the procedure on that?

When selecting Zuni rockets (CTRL+SHIFT+7) the HUD mode defaults to A/A mode. Manually changing it to A/G works.

The CCIP for the A/G weapons seems to indicate impact point for dumb bombs regardless of the weapon selected. Bombs also seem to impact long repeatably; is the HUD using the TacPack provided CCIP values?

I've been able to get a reliable crash by selecting the ACL page with a valid GPS waypoint and "WPT" boxed on the HSI; this might be a bug in the original FSDT hornet avionics and not your problem.

Great work on the update!
Title: Re: New FSXBA Hornet
Post by: mikewmac on February 06, 2016, 08:59:34 pm
Hey Gents,

Thanks for the good words and feedback.  Much appreciated.

Mikewmac,

Quote
I shot down a couple of aircraft with the A2A gun, but for some reason I haven't yet been able to get the A2A Sidewinders or AMRAAMs to fire, but am still trying to figure out what I might be doing wrong. As a quick check, mid flight I substitued in my VRS F-18E and its A2A Sidewinders and AMRAAMs fired and shot down some pesky aircraft before they could escape.
-Just tested the A2A systems again to make sure something didn't happen to them.  They still work on my end.  Successfully shot down a drone with an AIM-9 at about 3 miles and another drone with an AIM-120 at about 10 miles during my quick tests.  Guns are engaged using the TRIGGER, while the rest are deployed by using the PICKLE button.  Also, please make sure you are using a variant that is armed with these weapons.  Variants such as the CLEAN, TRAINING and BLUE ANGELS will not fire missiles or drop bombs as they are not armed with such.

Jimi,

A fellow on the VRS Forums had had a similar problem with the guns firing and the missiles not firing on another FSX aircraft with TacPack integration and had solved it by reinstalling TacPack, so, since I hadn't yet installed TacPack v1.4.2.7, I installed this latest version and voila, now both the gun and the missiles all fire. I just flew a modern day version of the Marianas Turkey Shoot and both the sidewinders and AMRAAMs fired perfectly and were deadly accurate as I knocked a half dozen or so AI F-18E's out of the sky.  ;D

Both the afterburner and lex vapor effects are still a bit flaky at first when using TacPack, but once they start working they seem to stay working.  ;)

Thanks again to you and your team for a great package.  :)
Title: Re: New FSXBA Hornet
Post by: Orion on February 06, 2016, 10:15:24 pm
- What keystroke enables/disables ATC?

Here are some additional notes on Automatic Throttle Control:

Some notes on Automatic Throttle Control (ATC):
  • In addition to AUTO_THROTTLE_ARM (Shift+R by default) you can use the ATC button on the hard to click side of the throttle
  • Approach mode and cruise mode are completely independent of powered approach and up and away modes used for the flight controls (conditions below)
  • Approach mode ATC is only engaged with the flap switch in HALF or FULL and the trailing edge flaps extended at least 27°
  • Cruise mode ATC is only engaged with the flap switch in AUTO
  • Approach mode ATC will attempt to hold on speed (8.1 degrees) AoA
  • Cruise mode ATC will hold knots true airspeed
  • Normal disengagement conditions (either mode)
    • Pressing the ATC button or AUTO_THROTTLE_ARM (Shift+R by default)
    • Either throttle position differs from position at which ATC was engaged by more than 10% on the throttle axis
  • Automatic disengagement conditions (approach mode):
    • Flap AUTO up
    • Trailing edge flap deflection less than 27°
    • Weight on wheels
    • FCS reversion to MECH or to DEL in any axis (i.e. spin recovery switch)
    • Left and right throttle positions differ by more than 10% of throttle axis
    • Bank angle exceeds 70°
  • Automatic disengagement conditions (cruise mode):
    • Flaps HALF or FULL
    • FCS reversion to MECH or to DEL in any axis (i.e. spin recovery switch)
    • Left and right throttle positions differ by more than 10% of throttle axis
    • Weight on wheels
  • When either mode is engaged, changing the flap switch between AUTO and HALF or FULL automatically disengages the system.
  • If the system is disengaged for any reason, it remains disengaged until reengagement is initiated by the pilot.

Also an important passage from NATOPS:

Quote from: 8.1.11 ATC Approach Mode Technique
The technique required for an ATC approach mode differs from a manual approach in that all glideslope corrections are made by changing aircraft attitude. Since this technique violates the basic rule that altitude/glideslope is primarily controlled by the throttle, practice is required to use ATC.
Title: Re: New FSXBA Hornet
Post by: Kea on February 07, 2016, 02:04:01 am
I'd recently noticed a mistake in some of the textures I've done - namely the right-side intake warning was upside down. I've attempted to correct that and so new texture sets are available for the following:

NSAWC (C and D models) https://drive.google.com/open?id=0B_KeMXMmL3b3Zzc4X29vWkh5QzQ
Royal Canadian Air Force (C and D) https://drive.google.com/open?id=0B_KeMXMmL3b3ckNKX2xuTkNUbTA
Finnish Air Force (C and D) https://drive.google.com/open?id=0B_KeMXMmL3b3SGlSdHZXelFuMzQ
Swiss Air Force (C and D) https://drive.google.com/open?id=0B_KeMXMmL3b3Zk5JdzV6RXpJcmM
Royal Malaysian Air Force (D only) https://drive.google.com/open?id=0B_KeMXMmL3b3NlhXSl9jLXZwSGc

The RAAF textures were unaffected by this glitch (https://drive.google.com/open?id=0B_KeMXMmL3b3V2V0am4wRXV1aUk).

Any problems with these, just sing out, either by PM or here on the forums.
Title: Re: New FSXBA Hornet
Post by: Essex on February 07, 2016, 04:10:09 am
-TacPack can be painful to implement (well... for slow guys like me anyways...lol).  I am at my wit's end with what we have now and would need help and access to certain source coding that I currently do not have to push any further.  NVGs MIGHT be doable though... I'll look into it when I get a little time.

It may be of interest that ModelConverterX has been significantly upgraded in recent months.
I don't have TacPack, but I believe new weapons can now be merged into the model and relevant visibility conditions applied, time consuming work however.
Also, I haven't tested it but the pilot's head animation should also now be retained.
Title: Re: New FSXBA Hornet
Post by: Dman on February 07, 2016, 08:37:36 pm
Thanks again for this one..
2 questions..


1. I have only gotten the burner effects and LEX vapor on the A/G birds AND only after I ARM the master arm and pull the trigger.. weird..
2. I have a message on top of the screen stating: Hornet FCS Simconnect Exception3: SIMCONNECT_EXCEPTION_UNRECOGNIZED_ID

Thanks again for the continue development of the Legacy Hornet!!
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on February 07, 2016, 08:56:44 pm
Eagerly awaiting the latest and greatest!!
Pat☺
Title: Re: New FSXBA Hornet
Post by: Orion on February 08, 2016, 07:25:28 am
I have a message on top of the screen stating: Hornet FCS Simconnect Exception3: SIMCONNECT_EXCEPTION_UNRECOGNIZED_ID

What simulator are you using?  Can you go to the add-ons menu (press Alt), click HornetFCS and take a screenshot of the resulting green text bar?
Title: Re: New FSXBA Hornet
Post by: einherz on February 08, 2016, 11:33:38 am
hi guys, i have same with simconnect, i think is simconnect version uncompatible(p3d v3.1)
http://4.1m.yt/ERv6tQq.jpg
Title: Re: New FSXBA Hornet
Post by: Dman on February 08, 2016, 01:14:47 pm
Sorry.. it's P3D v 2.5 (the last version 2)
Title: Re: New FSXBA Hornet
Post by: Orion on February 08, 2016, 11:16:04 pm
Einherz:

Copy the following text and save it as SimConnect.ini in the C:\Users\YOUR USERNAME HERE\Documents\Prepar3D v3 Files folder (the same folder with Logbook.BIN and saved flights).  Replace C:\SOME\PATH\TO\LOG with a path to a folder on your computer before saving the SimConnect.ini file. Make sure Log%03u.txt remains at the end.  Make sure the file is not called SimConnect.ini.txt.

Code: [Select]
[SimConnect]
level=verbose
console=1
RedirectStdOutToConsole=1
OutputDebugString=1
file=C:\SOME\PATH\TO\LOG\Log%03u.txt
file_max_index=9

After making sure the file= line has a valid path and saving the SimConnect.ini file in the Documents\Prepar3D v3 folder, rename the dll.xml and exe.xml files in %appdata%\Lockheed Martin\Prepar3D v3 folder, launch the simulator, load the FSXBA Hornet, fly until the error appears, then close the simulator and upload the log file (think it can be an attachment here, or just upload at some site like Pastebin (http://pastebin.com/)) that was saved in the folder you specified.

Dman:

Copy the following text and save it as SimConnect.ini in the C:\Users\YOUR USERNAME HERE\Documents\Prepar3D v2 Files folder (the same folder with Logbook.BIN and saved flights).  Replace C:\SOME\PATH\TO\LOG with a path to a folder on your computer before saving the SimConnect.ini file. Make sure Log%03u.txt remains at the end.  Make sure the file is not called SimConnect.ini.txt.

Code: [Select]
[SimConnect]
level=verbose
console=1
RedirectStdOutToConsole=1
OutputDebugString=1
file=C:\SOME\PATH\TO\LOG\Log%03u.txt
file_max_index=9

After making sure the file= line has a valid path and saving the SimConnect.ini file in the Documents\Prepar3D v3 folder, rename the dll.xml and exe.xml files in %appdata%\Lockheed Martin\Prepar3D v2 folder, launch the simulator, load the FSXBA Hornet, fly until the error appears, then close the simulator and upload the log file (think it can be an attachment here, or just upload at some site like Pastebin (http://pastebin.com/)) that was saved in the folder you specified.
Title: Re: New FSXBA Hornet
Post by: einherz on February 09, 2016, 11:11:53 am
:) hi, lol, after i rename dll/exe xmls, no error:) but fsuipc no work, and no work throttle:)
so, if no error, no problem, i think problem is - in fsuipc i have reverse zone for throttle
it would be cool if will reworked light system, flood look really strange, and revers zone will work as engine of
thank you
p.s. i have other strange thing, when i start sim from simlauncherx with hornet is load ok, but if i choice hornet from my defoult flight in p3d, is say about tailnumber problem, and wont start till i change tail number to number form letter+number:)
thank you
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 09, 2016, 10:46:36 pm
Gents,

Updated jet link.

Link: https://drive.google.com/file/d/0B3So3WwTLPRZVU1jaVUtTXZIVVU/view?usp=sharing

Fixes/changes include:
-Autopilot Trim:  To alleviate a pitch problem experienced when the autopilot is disconnected, an adjustment was made so that the trim will automatically zero itself out after it detects that autopilot has been disengaged for about 2 seconds.  From there, trim functionality operates as normal.

-Powered Approach (PA) Trim:  FCS automatically and incrementally sets the demanded AOA trim to 8.1 upon transitioning to PA approach mode with gear down AND either HALF or FULL flaps.  Once 8.1 is dialed in, pitch operates as normal.

-Stall Recovery Trim:  If minimal stick input is detected above 22 deg. AOA, the system will start to automatically induce elevator down trim until AOA is once again below 22 degs.  The logic will cancel and/or zero the trim out if pilot elevator input is detected, or once the nose is back below 22 degs AOA.  From there, the FCS will again trim to seek 1G, zero pitch rate flight.

-Made some tweaks to the pitch, roll, yaw and AOA PIDs.  Got better reviews on this one.

-"Splinter" texture is now included.

Just a quick update, I expect to be releasing another in a few weeks with a few updated textures and avionics.

Jimi
Title: Re: New FSXBA Hornet
Post by: Victory103 on February 10, 2016, 04:23:52 am
BZ here on the latest, jimi. Test flight (prior to above posted update) with RW weather on, high winds here in TX and noticed the FCS seemed to over-compensate rudder inputs, large left/right deflections in UA mode regardless of autopilot use. As I was mainly testing tacpack functionality, all systems worked 4.0 with some of the same limitations noted in other posts. The HUD targeting worked pretty good, I could designate with the "pickle" while the MASTER ARM was off, prior to reversing to employ MK82s.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on February 11, 2016, 01:20:06 am
I may not be able to do a lot of testing on this latest version till after The Race, but I an tinterhooks! I've got it DL'd and will install and fly the heck out of it as soon as The Race is done :D

Hopefully with us (FlightSim) as the winners. Again :)
Pat☺
Title: Re: New FSXBA Hornet
Post by: Mickey_Techy on February 11, 2016, 10:11:03 am
Back after a long time.

Awesome work Jimi :)

...........I've been able to get a reliable crash by selecting the ACL page with a valid GPS waypoint and "WPT" boxed on the HSI; this might be a bug in the original FSDT hornet avionics and not your problem. ............

This is a bug, as old as the FSX Hornet itself. Has always been there from the first iteration of FSX Acceleration.
Title: Re: New FSXBA Hornet
Post by: einherz on February 11, 2016, 10:35:51 pm
hi, thank you for update, do you can change name of dsd_fsx_xml_sound.gau for something original? is any time problem after update, forgot change it:) i have same file in the /gauges/ so it conflicted with first start:)
thank you
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on February 14, 2016, 08:38:58 am
Hi all! Things are great in the Sim Universe :D

I just discovered, by accident, naturally, there is a update to the Visual C Redistributable 4 X86. Oddly enough, it is v4.5. Shhould I download and install this? Would it make the Hornet.dll work better? no difference?
I'm just wondering. The v4 is working just fine, and i really don't want to mess that up, but you never know when an upgrade is an improvement, or a step backwards...

I am certain Mr. Orion will have the answer. He always does :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: Orion on February 14, 2016, 09:08:52 am
Are you referring to the .NET Framework (https://msdn.microsoft.com/en-us/library/5a4x27ek(v=vs.110).aspx (https://msdn.microsoft.com/en-us/library/5a4x27ek(v=vs.110).aspx))?  The .NET Framework is different from the Visual C++ libraries.  HornetFCS.dll is written using C++ and linked with the Visual C++ 2015 libraries (https://www.microsoft.com/en-us/download/details.aspx?id=49984).
Title: Re: New FSXBA Hornet
Post by: brunofer on February 15, 2016, 10:40:30 am
Hello Jimi! Just downloaded the latest FA18C version! GREAT WORK. Thank you. I' m quite new here, so can you give me please the dwl link for the latest D version? Thank you!!!
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 15, 2016, 05:03:26 pm
Gents,

Thanks for the good words and good feedback. Much appreciated.

Hello Jimi! Just downloaded the latest FA18C version! GREAT WORK. Thank you. I' m quite new here, so can you give me please the dwl link for the latest D version? Thank you!!!

Still trying to get the C in order first. No new D for now.
Title: Re: New FSXBA Hornet
Post by: brunofer on February 15, 2016, 09:07:47 pm
Ok !!! One question : shift+E+2 doesn't open the ladder neither adds
RBF and chocks: I'm doing something wrong or is something to be fixed?
Title: Re: New FSXBA Hornet
Post by: sidoti on February 15, 2016, 11:50:08 pm
Hello everybody,
I am new in this forum and want to thank all of you for the amount of informations provided here.
I notice a visual error on the pilot figure for C model: the helmet is oriented ahead to the nose of the jet where it is supposed to be but the face
of the pilot is turned to the left! Also the helmet looks like the type used in helicopters rather than in fighter jets ( visible microphone and no oxygen mask ).
Is there a way to fix it?

Cheers.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 16, 2016, 12:29:11 am
Ok !!! One question : shift+E+2 doesn't open the ladder neither adds
RBF and chocks: I'm doing something wrong or is something to be fixed?

Not just you man.  Currently working to find out what is causing the issue.  Will report back once I find something.

Hello everybody,
I am new in this forum and want to thank all of you for the amount of informations provided here.
I notice a visual error on the pilot figure for C model: the helmet is oriented ahead to the nose of the jet where it is supposed to be but the face
of the pilot is turned to the left! Also the helmet looks like the type used in helicopters rather than in fighter jets ( visible microphone and no oxygen mask ).
Is there a way to fix it?

Cheers.

Hello and welcome Sidoti.  Unfortunately what you've noticed is a glitch in the 3D model.  Due to the lack of access to the original 3D model source files, I can advertise a fix for it anytime soon.  BTW, the helmet/boom combination is the one used by the Blue Angels as their pilots do not use Gas Masks during their routine.
Title: Re: New FSXBA Hornet
Post by: Dman on February 16, 2016, 01:49:59 am
Isn't... shift-e-3..  For the ladder?
Title: Re: New FSXBA Hornet
Post by: AvgeekJoe on February 16, 2016, 08:01:19 am
I would really, really like this FSXBA Hornet except in Windows 10, I'm flying about great for about 10 minutes with TacPack on and then the FSX frames start to shut down.  Then the Hornet starts thinking I want to go side to side.  I've got the stick neutral and yet I look down in the VC only to see the VC stick swinging like there's no tomorrow.  Meanwhile the pilot is stuck looking left like he's doing the Blue Angels Echelon Pass...

I then make the same run through the same valley in the brand new RealAir Legacy V2.  No issues whatsoever.

Seriously what is going on?
Title: Re: New FSXBA Hornet
Post by: brunofer on February 16, 2016, 02:04:24 pm
Sorry Jimi... I didn't mean to bother you with my questions about already known bugs but I' m new in this forum.
I'd have 1 more question:
 Could be possible to make the canopy shiny and the HUD transparent ( front external view now it's black)
Thank you ( GREAT Hornet ) - ( I haven't  the time to read all posts
to be well informed about this project ) bye
Title: Re: New FSXBA Hornet
Post by: Orion on February 16, 2016, 07:58:41 pm
Then the Hornet starts thinking I want to go side to side.  I've got the stick neutral and yet I look down in the VC only to see the VC stick swinging like there's no tomorrow.

You can try resetting the FCS by turning the spin recovery switch on and off.  Are you using the version that Jimi posted here (http://www.fsdreamteam.com/forum/index.php/topic,6944.msg98293.html#msg98293 (http://www.fsdreamteam.com/forum/index.php/topic,6944.msg98293.html#msg98293))?  There are adjusted PID constants in that version which should reduce oscillations.
Title: Re: New FSXBA Hornet
Post by: AvgeekJoe on February 16, 2016, 08:00:56 pm
Then the Hornet starts thinking I want to go side to side.  I've got the stick neutral and yet I look down in the VC only to see the VC stick swinging like there's no tomorrow.

You can try resetting the FCS by turning the spin recovery switch on and off.  Are you using the version that Jimi posted here (http://www.fsdreamteam.com/forum/index.php/topic,6944.msg98293.html#msg98293 (http://www.fsdreamteam.com/forum/index.php/topic,6944.msg98293.html#msg98293))?  There are adjusted PID constants in that version which should reduce oscillations.

I will try that this evening...
Title: Re: New FSXBA Hornet
Post by: sidoti on February 16, 2016, 08:30:16 pm
For everybody who is tired like me of having taxi/landing lights always on after take-off and do not want to manually
switch them off/on, I have written this little gauge.
You can copy/paste it and save as XML file:

<Gauge Name="Auto landing/taxi lights" Version="1.0"
<Update Frequency="1"/>
<Element>
   <Select>
      <Value>
             (A:GEAR CENTER POSITION, percent) 100 !=
             if{
                 (A:LIGHT TAXI, bool) 1 ==
                if{
                     (&gt;K:TOGGLE_TAXI_LIGHTS) }

            (A:LIGHT LANDING, bool) 1 ==
            if{
                     (&gt;K:LANDING_LIGHTS_OFF) }
               }
      </Value>
   </Select>
</Element>
</Gauge>

Cheers.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 17, 2016, 01:00:52 am

AvgeekJoe:
I would really, really like this FSXBA Hornet except in Windows 10, I'm flying about great for about 10 minutes with TacPack on and then the FSX frames start to shut down.  Then the Hornet starts thinking I want to go side to side.  I've got the stick neutral and yet I look down in the VC only to see the VC stick swinging like there's no tomorrow.  Meanwhile the pilot is stuck looking left like he's doing the Blue Angels Echelon Pass...

I then make the same run through the same valley in the brand new RealAir Legacy V2.  No issues whatsoever.

Seriously what is going on?

A few things here....  First, under what conditions were you that caused the jet to start wagging?  Second, I'd recommend what ORION posted earlier.  Not sure which version you have download or using, but the latest release has updated PIDs to correct the wagging back and forth.  Third, it MIGHT by the high resolution textures assigned to the aircraft that might be causing the lagging, but not sure.  Either case, next release will have downgraded textures that should be a little easier on the processors with minor degradation in aesthetics.

Brunofer:
Sorry Jimi... I didn't mean to bother you with my questions about already known bugs but I' m new in this forum.
I'd have 1 more question:
 Could be possible to make the canopy shiny and the HUD transparent ( front external view now it's black)
Thank you ( GREAT Hornet ) - ( I haven't  the time to read all posts
to be well informed about this project ) bye
I'll take a look and see what I can do.

Sidoti:
For everybody who is tired like me of having taxi/landing lights always on after take-off and do not want to manually
switch them off/on, I have written this little gauge.
You can copy/paste it and save as XML file:

<Gauge Name="Auto landing/taxi lights" Version="1.0"
<Update Frequency="1"/>
<Element>
   <Select>
      <Value>
             (A:GEAR CENTER POSITION, percent) 100 !=
             if{
                 (A:LIGHT TAXI, bool) 1 ==
                if{
                     (&gt;K:TOGGLE_TAXI_LIGHTS) }

            (A:LIGHT LANDING, bool) 1 ==
            if{
                     (&gt;K:LANDING_LIGHTS_OFF) }
               }
      </Value>
   </Select>
</Element>
</Gauge>

Cheers.

Took a brief look at this, I understand what you desire based on your last post, but wouldn't this coding ALWAYS toggle the landing and taxi lights off, making it impossible for the user to use them if even if they wanted to?  If you are not concerned with light at all, I highly recommend just going to the aircraft.cfg and slashing (//) out the entries of the lights  you do not desire.  Just my two cents.

That's it for now.

Jimi
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on February 17, 2016, 08:29:04 pm
Mr. Orion,
I apologize!
As usual, I got confused as to which is which. My mistake, but TY for putting the link up again. I appreciate it!
Pat☺
Title: Re: New FSXBA Hornet
Post by: sidoti on February 17, 2016, 10:17:41 pm
Hi guys,
I have a problem with the FCS.
It says it's initialized but if I read the variable FCS_ENABLE it is always at 0, zero not anabled right?
I tried with all the cockpit switches but no hope!
Thanks for help.

Cheers.
Title: Re: New FSXBA Hornet
Post by: Orion on February 18, 2016, 03:26:00 am
It says it's initialized but if I read the variable FCS_ENABLE it is always at 0, zero not anabled right?

The L: variable that returns whether or not the FCS gauge (HornetFCS.dll) has initialized is fcs_initialized.
Title: Re: New FSXBA Hornet
Post by: Kea on February 18, 2016, 03:51:40 am
Brunofer:

I think you can produce a shiny/clear canopy by using the CP_F18_Glass... (R, S and T) files from previous versions. If you don't have them anymore, they are here:

https://drive.google.com/file/d/0B_KeMXMmL3b3SU1VTUF4ejZXa28/view?usp=sharing

Not sure what you mean by black HUD from the external view? Anyway, give these files a try (recommend you backup the old ones first in case you want to return to them!) and see if it helps at all.
Title: Re: New FSXBA Hornet
Post by: brunofer on February 18, 2016, 11:08:46 am
Thank you Kea, I'll try.  For black HUD I mean that looking the aircraft from the external view, the HUD appears like a black rectangle... 
Title: Re: New FSXBA Hornet
Post by: brunofer on February 18, 2016, 07:25:21 pm
Hi Kea! Just tryed the textures but the canopy is still too matt , the skin of the aircraft is more shiny as respect with the canopy...
Title: Re: New FSXBA Hornet
Post by: brunofer on February 19, 2016, 12:35:13 pm
Thank you Kea for you paints!!! The  NSAWC ones are simply stunning  ;) :D 
Title: Re: New FSXBA Hornet
Post by: Kea on February 20, 2016, 09:56:54 pm
Thanks brunofer
Sorry about the canopy issue - I'd need to play around a bit to make the canopy more reflective, don't have a lot of time at the moment.
Title: Re: New FSXBA Hornet
Post by: ramasr on February 21, 2016, 12:11:21 am
Hi falks,

First of all thanks to all who is working and improving this Hornet. But i failed to initialize FCS gauge in new Hornet..I reinstalled aircraft several times but couldn't find mistake. Need Your help...
Title: Re: New FSXBA Hornet
Post by: Orion on February 21, 2016, 01:01:06 am
But i failed to initialize FCS gauge in new Hornet..I reinstalled aircraft several times but couldn't find mistake. Need Your help...

Try installing the Visual C++ 2015 Redistributable x86 (https://www.microsoft.com/en-us/download/details.aspx?id=49984).
Title: Re: New FSXBA Hornet
Post by: ramasr on February 21, 2016, 08:36:01 am
But i failed to initialize FCS gauge in new Hornet..I reinstalled aircraft several times but couldn't find mistake. Need Your help...

Try installing the Visual C++ 2015 Redistributable x86 (https://www.microsoft.com/en-us/download/details.aspx?id=49984).

I've installed this in my computer...Nothing changes.
Title: Re: New FSXBA Hornet
Post by: Orion on February 21, 2016, 08:38:10 am
I've installed this in my computer...Nothing changes.

If you press Alt then go to the Add-ons menu, do you have a Hornet FCS option?  If you do, can you click it and take a screenshot of the resulting green bar?
Title: Re: New FSXBA Hornet
Post by: ramasr on February 21, 2016, 05:12:56 pm
I've installed this in my computer...Nothing changes.

If you press Alt then go to the Add-ons menu, do you have a Hornet FCS option?  If you do, can you click it and take a screenshot of the resulting green bar?

Hmm..No, i haven't. What i must do to have Hornet FCS option in Add-ons menu ?
Title: Re: New FSXBA Hornet
Post by: brunofer on February 21, 2016, 09:33:51 pm
Thanks brunofer
Sorry about the canopy issue - I'd need to play around a bit to make the canopy more reflective, don't have a lot of time at the moment.

No problem Kea : this Hornet is a freeware product, no need to hurry, I'm happy to have an FA18C far better than the accelleration
one and I appreciate the fact that in this forum  all observations and questions done by us simmers are taken by developers in a positive
attitude. Actually I think that everyone is only looking for the best digital rendition of this beautiful jet! Good job
Title: Re: New FSXBA Hornet
Post by: Orion on February 23, 2016, 03:35:12 am
Hmm..No, i haven't. What i must do to have Hornet FCS option in Add-ons menu ?

Try going to your fsx.CFG file and removing the [Trusted] section.  Also rename the dll.xml and exe.xml files.  The next time you launch the simulator, make sure to accept any dialogs that come up asking if you want to run or trust HornetFCS.dll.
Title: Re: New FSXBA Hornet
Post by: ramasr on February 23, 2016, 11:13:58 pm
Hmm..No, i haven't. What i must do to have Hornet FCS option in Add-ons menu ?

Try going to your fsx.CFG file and removing the [Trusted] section.  Also rename the dll.xml and exe.xml files.  The next time you launch the simulator, make sure to accept any dialogs that come up asking if you want to run or trust HornetFCS.dll.

Done all like You said. But the result is the same..Cannot initialize FCS gauge and Hornet FCS option does not appears in my FSX Acceleration Add-ons menu. Removed [Trusted] section, renamed dll.xml and exe.xml files, accepted dialog to trust HornetFCS.dll (i always do that with gauges files which i want to use and run) but do not achieved the result..Something mysterious is with this product
Title: Re: New FSXBA Hornet
Post by: Orion on February 24, 2016, 01:57:20 am
Done all like You said. But the result is the same..Cannot initialize FCS gauge and Hornet FCS option does not appears in my FSX Acceleration Add-ons menu. Removed [Trusted] section, renamed dll.xml and exe.xml files, accepted dialog to trust HornetFCS.dll (i always do that with gauges files which i want to use and run) but do not achieved the result..Something mysterious is with this product

Copy the following text and save it as SimConnect.ini in the C:\Users\YOUR USERNAME HERE\Documents\Flight Simulator X Files folder (the same folder with Logbook.BIN and saved flights).  Replace C:\SOME\PATH\TO\LOG with a path to a folder on your computer before saving the SimConnect.ini file. Make sure Log%03u.txt remains at the end.  Make sure the file is not called SimConnect.ini.txt.

Code: [Select]
[SimConnect]
level=verbose
console=1
RedirectStdOutToConsole=1
OutputDebugString=1
file=C:\SOME\PATH\TO\LOG\Log%03u.txt
file_max_index=9

After making sure the file= line has a valid path and saving the SimConnect.ini file in the Documents\Flight Simulator X Files folder, launch the simulator, load the FSXBA Hornet until you're sitting on the ground with FCS FAIL flashing on the HUD, then close the simulator and upload the log file that was saved in the folder you specified (think it can be an attachment here, or just upload at some site like Pastebin (http://pastebin.com/)).
Title: Re: New FSXBA Hornet
Post by: ramasr on February 24, 2016, 06:33:45 pm
Done all like You said. But the result is the same..Cannot initialize FCS gauge and Hornet FCS option does not appears in my FSX Acceleration Add-ons menu. Removed [Trusted] section, renamed dll.xml and exe.xml files, accepted dialog to trust HornetFCS.dll (i always do that with gauges files which i want to use and run) but do not achieved the result..Something mysterious is with this product

Copy the following text and save it as SimConnect.ini in the C:\Users\YOUR USERNAME HERE\Documents\Flight Simulator X Files folder (the same folder with Logbook.BIN and saved flights).  Replace C:\SOME\PATH\TO\LOG with a path to a folder on your computer before saving the SimConnect.ini file. Make sure Log%03u.txt remains at the end.  Make sure the file is not called SimConnect.ini.txt.

Code: [Select]
[SimConnect]
level=verbose
console=1
RedirectStdOutToConsole=1
OutputDebugString=1
file=C:\SOME\PATH\TO\LOG\Log%03u.txt
file_max_index=9

After making sure the file= line has a valid path and saving the SimConnect.ini file in the Documents\Flight Simulator X Files folder, launch the simulator, load the FSXBA Hornet until you're sitting on the ground with FCS FAIL flashing on the HUD, then close the simulator and upload the log file that was saved in the folder you specified (think it can be an attachment here, or just upload at some site like Pastebin (http://pastebin.com/)).

Done..BTW:
1. On my HUD FCS FAIL not flashing... it only indicating.
2. With renaming dll.xml and exe.xml files (i renamed them to dll_bak.xml and exe_bak.xml) i'm loosing my other add-ons options (AiCarriers, SimVar, FsPassengers, FSUIPC, etc.). Also after these steps there is no Add-ons menu in main Flight Simulator X window. Is this normal ?? Where and how can HornetFCS.dll option appear if there is no Add-ons menu ? Of course, HornetFCS.dll option does not appear in Add-ons menu if i leave dll.xml and exe.xml files not renamed.
Title: Re: New FSXBA Hornet
Post by: Orion on February 24, 2016, 10:00:33 pm
The Add-ons menu only appears when an addon creates a menu; if there are no addons running that utilize menu items, the menu option won't appear.

Looking at the log it seems that HornetFCS.dll isn't opening a SimConnect connection at all.  Did you receive any dialogs that look similar to the following (specifying HornetFCS.dll)?

(https://i.imgur.com/JKLe5rx.png)

(https://i.imgur.com/C2fZGM6.png)
Title: Re: New FSXBA Hornet
Post by: Kea on February 25, 2016, 05:01:48 am
Side note for Jimi/Ed, whoever is doing the TacPack bits...

If you drop in the following at the end of the FA-18C xml doc it'll let users activate the VRS night-vision:

//NIGHT VISION
<On Key="846" ID="SHIFT+CTRL+N">
<Visible>1</Visible>
(C:VRSTP_Util:NVGEnable, bool) ! (>C:VRSTP_Util:NVGEnable, bool)
</On>

Title: Re: New FSXBA Hornet
Post by: edakridge on February 25, 2016, 01:44:28 pm
I will take a look at it KEA
Title: Re: New FSXBA Hornet
Post by: ramasr on February 25, 2016, 04:44:52 pm
The Add-ons menu only appears when an addon creates a menu; if there are no addons running that utilize menu items, the menu option won't appear.

Looking at the log it seems that HornetFCS.dll isn't opening a SimConnect connection at all.  Did you receive any dialogs that look similar to the following (specifying HornetFCS.dll)?

(https://i.imgur.com/JKLe5rx.png)

(https://i.imgur.com/C2fZGM6.png)

Of course i receive them if HornetFCS.dll isn't in [Trusted] section in fsx.cfg file. But when i'm loading the Hornet for the second time and HornetFCS.dll already is in [Trusted] section then i'm not receiving those dialogs..
Title: Re: New FSXBA Hornet
Post by: Wood on February 25, 2016, 07:13:34 pm
Hey everyone

Again what and incredible job you did on the recent update. Question to anyone? who is actually using this bird in P3D V3.1. I've noticed drastic handling issues between FSX and P3D. From rudder isolation at approach speeds behind the boat to lack pitch authority. Items still not working such as UFCP, AOA indicator.

Effects such as landing lights continuing to be on with gear retracted to poor illumination. I've tried installing older simconnect with no success.

Any suggestions on this at all.

Thanks in advance and again fantastic job

Wood
Title: Re: New FSXBA Hornet
Post by: Orion on February 25, 2016, 07:35:14 pm
Of course i receive them if HornetFCS.dll isn't in [Trusted] section in fsx.cfg file. But when i'm loading the Hornet for the second time and HornetFCS.dll already is in [Trusted] section then i'm not receiving those dialogs..

I asked because I was wondering if FSX was even loading the gauge at all (if for some reason the panel.cfg entry was incorrect or something), as nothing seems to be working (it should at least open the SimConnect connection, but the log shows no evidence of that happening).  Try running this SimConnect.msi file (https://dl.dropboxusercontent.com/u/19121193/FSX/Temp/SimConnect.msi (https://dl.dropboxusercontent.com/u/19121193/FSX/Temp/SimConnect.msi))?
Title: Re: New FSXBA Hornet
Post by: sidoti on February 25, 2016, 09:10:49 pm
Hi Wood,
if you want disabled lights when the wheels are up ( as it is in real life ) you can edit a simple gauge like the one in the previous post of mine.
Quote
http://www.fsdreamteam.com/forum/index.php/topic,6944.msg98420.html#msg98420
Of course you can control them manually but only when the gears are extended.
Cheers.
Title: Re: New FSXBA Hornet
Post by: skyhawkmlt on February 26, 2016, 10:57:08 am
Is there a fix for the pilot model/pilot head on P3DV3?
Title: Re: New FSXBA Hornet
Post by: brunofer on February 26, 2016, 02:53:00 pm
Is there a fix for the pilot model/pilot head on P3DV3?
[/quote/]

Bug common for both FSX&P3D : it's already present in the list of things to be fixed by the developer
Title: Re: New FSXBA Hornet
Post by: Wood on February 26, 2016, 08:41:00 pm
Hi Wood,
if you want disabled lights when the wheels are up ( as it is in real life ) you can edit a simple gauge like the one in the previous post of mine.
Quote
http://www.fsdreamteam.com/forum/index.php/topic,6944.msg98420.html#msg98420
Of course you can control them manually but only when the gears are extended.
Cheers.

sidoti thanks very much for this.

Wood
Title: Re: New FSXBA Hornet
Post by: Thiseus on February 26, 2016, 10:23:22 pm
Thank's for this plane, greatly appreciated ! Very satisfying to fly & fight with...
I've made two FSX Missions for fighting with this plane that you may download
from video's description link... Keep in mind that target factory in video, does not
correspond to the actual targets inside missions though...

Title: Re: New FSXBA Hornet
Post by: ramasr on February 28, 2016, 04:43:35 pm
Of course i receive them if HornetFCS.dll isn't in [Trusted] section in fsx.cfg file. But when i'm loading the Hornet for the second time and HornetFCS.dll already is in [Trusted] section then i'm not receiving those dialogs..

I asked because I was wondering if FSX was even loading the gauge at all (if for some reason the panel.cfg entry was incorrect or something), as nothing seems to be working (it should at least open the SimConnect connection, but the log shows no evidence of that happening).  Try running this SimConnect.msi file (https://dl.dropboxusercontent.com/u/19121193/FSX/Temp/SimConnect.msi (https://dl.dropboxusercontent.com/u/19121193/FSX/Temp/SimConnect.msi))?

The version of Simconnect installed on my computer is the same as offered You. But i uninstalled mine and installed Yours. No changes. I think the problem is something other. Cause if it was Simconnect problem i must have problems with other add-on's which are requiring to use Simconnect. But all other add-on's (SimVar, AiCarriers, etc) are loading and working fine...Thanks for Your efforts to help. But it seems i'll not have oportunity to fully check this aircraft :)
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on March 02, 2016, 08:19:43 pm
I finally got a chance to give the latest v16.1.
Ohhhh waht a georgeous bird to fly!! I can not TELL you how much I enjoyed this plane!!!!

The only "thing" I've noticed so far, although I haven't burrowed too deeply yet, was that you forgot the Pilot weight in the Weight&Balance section of the Clean version. It was right n the Training version (well, it was 200, somewhat low for me, buuuut   ;D ), but in the Clean it was 0. I just corrected it, no big deal. I didn't look at the rest yet, but you might want to check. A tiny little detail, not really critical.

Fantastic bird. I am gonna have a LOT of fun with this puppy!
Pat☺
Title: Re: New FSXBA Hornet
Post by: oldpop on March 02, 2016, 11:34:41 pm
Where is the link to the latest build?
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on March 03, 2016, 08:04:59 am
It is in http://www.fsdreamteam.com/forum/index.php/topic,6944.msg98293.html#msg98293 (http://www.fsdreamteam.com/forum/index.php/topic,6944.msg98293.html#msg98293) that thread post, on page 76, I believe. I KNOW the link is right, I'm just not certain of the page number. Just go to the post I liinked and the link to DL v16.1 is there.

Y'know, someday I'll just link the DL page, instead of thread post, like I should ;D

Hope that answers your question :)
Pat☺
Title: Re: New FSXBA Hornet
Post by: oldpop on March 03, 2016, 05:22:09 pm
Question on the comm radios.
If I understand the thread on radio and AP, only the  "M" ch can be selected on both 1 & 2, and frequencies set there.   No specific other channels(frequencies) available.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on March 04, 2016, 07:26:09 am
If you see the M on the UFC on one radio or the other, it just means Manual.
HOWEVER:
You can punch frequencies in directly to the radios. Select the radio you want (1 or 2) then punch the freq into the UFC. Say, for example, you want to have the Com1 to be 121.90, and the ILS (NAV 1) to be 109.50. You don't need to have the M selected for a radio. Just make sure that
GRCV
SQCH
CPHR
AM
MENU
Is showing on the right side of the UFC, If it's not, just deselect whatever you had chosen on the keys on the bottom of the UFC. If you hit the TCN key, just hit it again, and voila! Do that for whatever key you had activated. Then type in whatever freq you want on the keypad. In this example, punch 1-2-1-9-0 and hit the ENTER key. Done.
To set NAV1, select the TCN or ILS button at the bottom of hte UFC, and punch in, in this example, 1-0-9-5-0, ENTER. Done.
It's not hard to figure out. Just do it a few times, and you will have it locked in, no pun intended :D You can see you can enter whatever freq you want, in whichever radio you want. There aren't any "limitations", other than the proper frequency band for a particular radio. For example, if you try to enter a COM freq into a NAV radio, you will get an ERROR displayed.
Does that answer your question adequately?
Pat☺
Title: Re: New FSXBA Hornet
Post by: oldpop on March 04, 2016, 03:21:25 pm
The reason for my question, my wing uses the 'in game comm" for flight comm.  With the VRS FA18E we have preset freq's on channels with comm 1 and 2.  Using this we can quickly change freq between say, tower and ATC.
Is there any plans to expand the comms in the "C" to do this?
Title: Re: New FSXBA Hornet
Post by: oldpop on March 04, 2016, 05:57:49 pm
Another Question. Is there a method to program keys/fsuipc to the MFD buttons?
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on March 04, 2016, 08:58:53 pm
You could add a pop-up radio panel to use for your pre-programmed channel selections, I suppose. Just take the radio you use now, and add it to the Base version's Panel.cfg file as a new [WindowX] section. Then you can hit the shft+X key combo, and when the radio pops up, change the freq. Or have it pop up in a corner of the cockpit you don't utilize much, and then it will always be ready.

As to the rest, I think someone a lot wiser than I will need to weigh in on this one. Like maybe Mr. Orion, or Jimi.
Sorry I couldn't be more help...
Pat☺
Title: Re: New FSXBA Hornet
Post by: oldpop on March 04, 2016, 09:25:12 pm
Don't think since the SB uses the UFCP to set up comms placing a "radio stack" would do the trick... It was just a thought. Thanks
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 05, 2016, 10:55:10 am
Don't think since the SB uses the UFCP to set up comms placing a "radio stack" would do the trick... It was just a thought. Thanks

Oldpop,

The radios on this bird work the same as the default acceleration Hornet. To set freqs using the UFCP, pull either the left or right know, to enter manual mode for that respective radio (two radios). From there, use the number pad to enter in the desired frequency, minus the decimal, then press "ENT". Now you have tuned to that freq.  If the scratchpad reads "Of" then you have turned the inactive radio. To make it active click on the knob above the digital number (either 1 or 2). The "Of" should change to "On" and you are ready to transmit. You can tune either radio at any time and simply select which one you want to transmit from. This is useful if you want to preset a freq or two as you've described above. Just keep in mind that you can not guard two freqs at the same time.

Virtualli, has posted detailed instructions on how to operate the radios and autopilot at the top of the main Hornet forums.

http://www.fsdreamteam.com/forum/index.php/topic,20.msg57.html#msg57

Hope this helps
Title: Re: New FSXBA Hornet
Post by: gillesaw on March 07, 2016, 01:27:31 pm
Hi Everybody.

On my computer, the HUD works only in green color. Blue one is not display when I change with Hud control panel. This is the same for all planes. Is it a bug or is it normal ?

Best regards.
Gilles
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on March 07, 2016, 09:13:44 pm
I believe one of the changes "they" made going from v15.2 to v16.1 was that they removed the blue (cyan, I think it was) color possibility from the HUD. IE: Green is all there is now, on the v16.1. I am pretty sure the older versions still have it, but the improvements they've made to the HUD in the v16.1 make it worth loosing the cyan color, IMO.
I believe that Jimi mentioned this all in the latest Update Notes he posted with the DL link.
I am pretty sure that's on page 76 of this thread. I'll check to see what I can find...
Pat☺
Title: Re: New FSXBA Hornet
Post by: mikewmac on March 07, 2016, 09:30:23 pm
I believe one of the changes "they" made going from v15.2 to v16.1 was that they removed the blue (cyan, I think it was) color possibility from the HUD. IE: Green is all there is now, on the v16.1. I am pretty sure the older versions still have it, but the improvements they've made to the HUD in the v16.1 make it worth loosing the cyan color, IMO.
I believe that Jimi mentioned this all in the latest Update Notes he posted with the DL link.
I am pretty sure that's on page 76 of this thread. I'll check to see what I can find...
Pat☺

Pat,

Yes, you are correct. The blue HUD display was disabled in v16.1 and was so noted in Jimi's release notes.  ;)
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on March 08, 2016, 06:42:40 am
Thanks, Mike. I appreciate the verification.  :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: gillesaw on March 08, 2016, 01:23:37 pm
Hello everybody.

Thank you for your reply.

Best regards.

Gilles
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on March 17, 2016, 08:18:50 am
Ok, been doing a lot of flying the 16.1 release. Mostly the Training version, but some with the Clean version.
Only two things have I found so far. And very minor they are indeed!!
First, they forgot to put in the Pilot's weight in the W&B section (200 lbs). Very easy to fix with a small edit to the aircraft.cfg.
Secondly, I have found that the stability in roll only (so far at least) isn't what it could be. Or what it is under different conditions. I tested at 800'AGL average and about M0.34, about 150KIAS. If I make a sharp roll and then reverse it back to level again, like for a turn in tight quarters, for example, it tends to wobble a little bit when returning to level. It clears after a short time, maybe 10-12 oscillations. It doesn't slowly null out, it just stops, and the plane is solid as a rock again.
Other than that, one thing I have found, that I immediately fell in love with, was that it doesn't try to climb after a tight turn! Until now, when in the break, for example, when rolling level the nose would go high and need a LOT of stick input to get it back level again. Now, it STAYS level on roll out. It's AWESOME!!
This plane is a real joy to fly, although it has a slight lack of power above about 32,000'MSL, but for all I know, that is what it SHOULD be. It is stable as a rock, turns on a dime, flies inverted easily (for about 10 secoonds :) ), all of it is a real joy.
I just can not say enough good about this version!! I vocally and strongly recommend it to anyone that will listen, on a couple different forums.
Thank you all for such a wonderful plane!
Pat☺
Title: Re: New FSXBA Hornet
Post by: Dman on March 19, 2016, 08:52:23 pm
Ok..so build 16.1 worked great in P3D v3.2
Installed VRS Tack Pack last night.. Now the legacy hornet is missing effects and has some sort of sim connect error issues..
Obviously tack pack has inhibited some of the programming on the legacy hornet.. Not sure if this is known issue, or what the work around is..
Title: Re: New FSXBA Hornet
Post by: brunofer on April 25, 2016, 09:15:31 pm
Any news here? This forum seems quite calm in the last times
Title: Re: New FSXBA Hornet
Post by: jimi08 on April 26, 2016, 03:34:04 am
Any news here? This forum seems quite calm in the last times

Hey man, nothing big at this point.  A few refinements here and there but nothing huge.  Been busy with real-life issues as of late.
Title: Re: New FSXBA Hornet
Post by: brunofer on April 26, 2016, 10:54:59 am
THANK you Jimi! My goal was only to see if everything was going on ( no matter if quickly or slowly ). I perfectly know that real life is 
not the same as the virtual one ( alias real life=real problems). Thanks
Title: Re: New FSXBA Hornet
Post by: gmazzei on May 12, 2016, 07:30:48 am
Hi Jimi

In the aircraft.cfg af FSXBA (both version 15.6 and 16.1) under [EFFECTS]
there is the following reference
dirt=fx_tchdrtdummy

I don't have any effect with this name , where can I find that?
May I substitute that with fx_dummy?

Thanks
Title: Re: New FSXBA Hornet
Post by: jimi08 on May 12, 2016, 11:01:31 am
Hey gmazzei,

You are correct, there is no fx_tchdrtdummy effects file.  These should be a fx_tchdrt file however.  Try taking the "dummy" off, reloading and trying again.

Jimi
Title: Re: New FSXBA Hornet
Post by: 72westy on May 19, 2016, 11:23:47 pm
Will this work with P3D v3.2.3.16769?
Title: Re: New FSXBA Hornet
Post by: jimi08 on May 22, 2016, 08:53:13 pm
Not sure.  Last I checked, the jet worked partially with v3.  Because of some of the change in code formatting, some of the gauges and avionics did not work.
Title: Re: New FSXBA Hornet
Post by: 72westy on May 25, 2016, 11:42:52 pm
Not sure.  Last I checked, the jet worked partially with v3.  Because of some of the change in code formatting, some of the gauges and avionics did not work.

Are you still actively providing future fixes for the Hornet?
Title: Re: New FSXBA Hornet
Post by: Johan on May 27, 2016, 07:32:57 pm
OK, I'm working on it! Thanks
I am having trouble getting the Takeoff trim to affect the stabs on the ground and on the CV. I dont see a change when I arm the master arm switches and then turn on pitot heat switch. Anything else required? Love this jet BTW.


The T/O trim is in a different location for this bird.  It's actually where it's supposed to be.  It is the little button located on the top of the rudder trim dial located on the left side of the cockpit.  As place where it is on the VRS Superbug if you have that.  Click on it to set the T/O trim.

Hi Jimmy,

Wonderful plane indeed. Thank you for all this work and improvements form past iterations.
I am having the same problem as above. My T/O trim and ATC buttons as described in the manual do not seem to work. The ATC sign in the HUD only appears with Shift+R, not with the physical push of the button. I have installed C++ Redist. so I think my software is up to date.
Thanks for your help,
Regards,

Johan


Title: Re: New FSXBA Hornet
Post by: PhantomTweak on May 27, 2016, 09:06:52 pm
Well, as Jimi pointed out, the T/O trim has been moved to the top of the Rudder Trim Adjust knob. You don't need any other switches or buttons to make it work.

As far as I know, the only way to get the ATC to work is SHFT+R. I know it has several disconnects, like manually advancing the throttles past 90%, and there's a button ON the front of the throttles that will also disconnect it. Several other ways I can't recall atm though.
I believe they are rewriting the manual to take into account all the changes in the v16.1. But I could be wrong. I mostly ready the actual NATOPS, which the bird's systems are modeled on, and very well too, might I add.

Hope that helps a little...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Johan on May 27, 2016, 09:18:17 pm
Thanks Pat, that covers my concerns. Great insight from you too in this forum. Thank you,

Johan
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on May 28, 2016, 08:20:59 pm
Glad I was some help :D
Enjoy this plane, I sure do!
Pat☺
Title: Re: New FSXBA Hornet
Post by: Orion on May 28, 2016, 09:48:29 pm
In case you were still wondering about the automatic throttle control, Johan:

Some notes on Automatic Throttle Control (ATC):
  • In addition to AUTO_THROTTLE_ARM (Shift+R by default) you can use the ATC button on the hard to click side of the throttle
  • Approach mode and cruise mode are completely independent of powered approach and up and away modes used for the flight controls (conditions below)
  • Approach mode ATC is only engaged with the flap switch in HALF or FULL and the trailing edge flaps extended at least 27°
  • Cruise mode ATC is only engaged with the flap switch in AUTO
  • Approach mode ATC will attempt to hold on speed (8.1 degrees) AoA
  • Cruise mode ATC will hold knots true airspeed
  • Normal disengagement conditions (either mode)
    • Pressing the ATC button or AUTO_THROTTLE_ARM (Shift+R by default)
    • Either throttle position differs from position at which ATC was engaged by more than 10% on the throttle axis
  • Automatic disengagement conditions (approach mode):
    • Flap AUTO up
    • Trailing edge flap deflection less than 27°
    • Weight on wheels
    • FCS reversion to MECH or to DEL in any axis (i.e. spin recovery switch)
    • Left and right throttle positions differ by more than 10% of throttle axis
    • Bank angle exceeds 70°
  • Automatic disengagement conditions (cruise mode):
    • Flaps HALF or FULL
    • FCS reversion to MECH or to DEL in any axis (i.e. spin recovery switch)
    • Left and right throttle positions differ by more than 10% of throttle axis
    • Weight on wheels
  • When either mode is engaged, changing the flap switch between AUTO and HALF or FULL automatically disengages the system.
  • If the system is disengaged for any reason, it remains disengaged until reengagement is initiated by the pilot.

Also an important passage from NATOPS:

Quote from: 8.1.11 ATC Approach Mode Technique
The technique required for an ATC approach mode differs from a manual approach in that all glideslope corrections are made by changing aircraft attitude. Since this technique violates the basic rule that altitude/glideslope is primarily controlled by the throttle, practice is required to use ATC.

You can also map a physical button to the AUTO_THROTTLE_ARM event if you want through the FSX control assignments settings.
Title: Re: New FSXBA Hornet
Post by: Johan on May 30, 2016, 05:39:51 pm
Hi Orion,

Thank you so much for adding your comments and recommendations. Yes, I have assigned the AUTO_THROTTLE_ARM event to a button on my Warthog and it works great. PA to the Carrier has become so smooth and much easier with all the needles in the right position.
I do have a question about the flap switch:
This switch (attached pic) doesn't seem to function. It has only 2 positions, up and middle, so there is no option for what you describe as "AUTO and HALF or FULL" which would require 3 positions. Toggling this switch doesn't do anything to the plane flaps. The same switch on the base F/A 18 or the Sludge had 3 positions and was physically moving the flaps.
I might be missing something...
Thanks for your comments back when you have a moment.

Johan
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on May 30, 2016, 08:28:57 pm
That switch has 3 positions. Fully up=Auto, 1/2=HALF, down=Full.
Out of habit, I frequently use the F6 key when I'm doing an overhead recovery, ship or shore, although I do have a button on my joystick mapped to Flaps Increase, Incremental. Using the F6 lets me do it in one key-press vice two on the joystick. I tend to use the joystick button for...ahem...slower planes. Pretty much every other plane the sim has :D Of course, and I seldom fly tubes, I don't do overhead recoveries in  a 737! I suppose I could, but they're not really made for the G.
ANYway, I believe, although I don't use the switch myself, that you can select FULL with one click on the switch, IE: You can go from AUTO to FULL in one click. I believe. I may well be wrong. You just have to put the cursor in the right spot. I'll check it when I go flying today. Carrier practice never ends :)
Just so you know, the NATOPS calls for FULL flaps for carrier and shore overhead recoveries both, and HALF for take-off. Those are the settings I always use myself, and they work quite satisfactorally(sp??).
Hope all that rambling helps a little :)
Pat☺
Late note: I forgot, that Switch is eye-candy only. It actually doesn't DO anything. And yes, ypu were right, it only has AUTO and FULL positions, no HALF. Again, though, it actualy DOES nothing at all.
Pat☺
Title: Re: New FSXBA Hornet
Post by: Johan on May 30, 2016, 10:03:28 pm
Late note: I forgot, that Switch is eye-candy only. It actually doesn't DO anything. And yes, ypu were right, it only has AUTO and FULL positions, no HALF. Again, though, it actualy DOES nothing at all.
Pat☺

Hi Pat,

I appreciate your help and response. I am glad you added the "Late note" above, which confirms what I experience in the cockpit: this switch doesn't do anything. I just needed to have that clarification in case I was missing something. I have a flap lever on my Warthog with 3 positions, that is what I use to move the flaps.
Thank you very much,

Johan

Title: Re: New FSXBA Hornet
Post by: Mattieduck on June 03, 2016, 02:17:37 pm
any raaf textures for this aircraft and is there a b/d model
Title: Re: New FSXBA Hornet
Post by: jimi08 on June 04, 2016, 01:05:52 am
Mattieduck,

I know there are a few for the C model, not too sure for the D.  You can find them here.
http://www.mediafire.com/download/d6rlapx85nw4hms/FA-18+TexturePack.zip

Hope this helps.
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on June 04, 2016, 01:47:36 pm
any raaf textures for this aircraft and is there a b/d model

Hi Mattieduck,
there is no official D model of the current FSXBA version released, but you can get working FSXBA D versions from this mod, based on older releases:

http://www.fsdreamteam.com/forum/index.php/topic,10839.0.html

Best regards,
Peter
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on June 13, 2016, 09:04:44 pm
Little late, I know, I just wanted to say that the aircraft Peter linked to are very, very good aircraft, and fly very well. As well as looking darn good :)
Just my 2 cents worth...
Pat☺
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on June 14, 2016, 09:30:53 pm
A quick question about the v16.1, if I may:
Does this wonderful, amazing, plane support the FSDT Ground Mapping Radar payware add-on? I want to be sure before I blow my $5.00. It's not that much in the scheme of things but I'm so broke, I can't even pay attention. It will be the second payware I've purchased, ever. FSX-SE was the other, which has been worth every penny.
If nothing else, it lets me fly this fantastic aircraft :D

Have fun all!
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on June 16, 2016, 11:21:39 pm
Hey Pat,

Pretty sure this is the same radar that has been included in our jet for some time now.  Simply pull up the radar on the MFD by pressing the button next to the RDR entry and then selecting the A/G master mode by pressing the A/G button on the left side of the left MFD.

Hope this helps.

Jimi
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on June 17, 2016, 08:40:17 am
Thank you, Jimi!
I get it now. And all this time I thought those buttons were for TacPac or just eye-candy! Thank you for the help, and for saving me 5 bucks :D
I need to dig up a user's manual for it, or just a post on how it works. What does what represent, how to interpert the HUD symbology and so on. No problem, though, I'm pretty good at finding manuals and such :)

Thanks again for the help. This plane just gets more and more amazing every time I fly it.
Never stop making it better, though :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: snowbird13 on June 17, 2016, 05:10:26 pm
Maybe it's just me but with the new textures like the Finnish Air Force and RAAF 30th Anniversary ones show the VFA-136 textures instead.
Title: Re: New FSXBA Hornet
Post by: Rocco31alpha on July 04, 2016, 07:45:03 pm
Hello pilots!  ;)
Can anybody help me? I installed my Hornet 16.1 and everything works. After installing the Swiss Air Force from this page, I see that the light is coming from the opposite side of the sunlight. It is like on the image.. What did I wrong? It is the same, when I start the flight. In the flight the cockpit, the hook and the gear are completely black.
Title: Re: New FSXBA Hornet
Post by: Kea on July 06, 2016, 09:18:47 am
Rocco and Snowbird

These addon textures require a fallback to the standard "texture" file in order to work (you'll notice there are only a few texture files in the actual repaint folders themselves, which means all the common texture files must be somewhere else). If this other common "texture" folder is not referenced, then you'll get black textures and maybe just another texture altogether. It depends on how you've set up your folder structure for the various versions of the Hornet.

If you have all versions in your SimObjects folder, then check that the "texture.cfg" file INSIDE the particular repaint folder that's giving you problems, has a fallback to the Base model's "texture" folder (so mine reads "... fallback.1=..\texture... etc). That's assuming you add all new repaints to the Base model first. If you just put the repaint into, say, the a-a version, then the fallback will need to read "fallback.1=..\..\FA-18C_FSXBA2016 16.1 Base\texture" in order to point it to the correct "common" texture folder.

Hope that helps.
Title: Re: New FSXBA Hornet
Post by: Rocco31alpha on July 06, 2016, 09:37:44 pm
Perfect explanation! Thank you! It works!

Greetings from Meiringen/Switzerland! ;-)
Title: Re: New FSXBA Hornet
Post by: Rocco31alpha on July 07, 2016, 06:14:28 am
I got the question how to realize this fallback-stuff. Now this is the way:

1. Copy all three Swiss Hornet Folders in to the FSXBA2016 16.1 BASE folder (After installing they are only in the training folder!)

2. Go in the FSXBA2016 16.1 Training folder. Open one of the swiss hornet folders.

3. In each of the swiss hornet folder there is a aircraft.cfg. Open this .cfg.

4. Every cfg has to be changed in the first two lines with the fallback-stuff. Please notice, that in the first line the ending has to be like the folder you opened. So when you open the SwAF019 folder, so check that the ending is also SwAF019. like on the Fotos... I hope, that could help.
Title: Re: New FSXBA Hornet
Post by: Panic on July 13, 2016, 01:08:11 am
Hey jimi, I downloaded the 16.1 version of the Hornet and me and some of the other guys that i fly online with feel as though the flight model is busted. Is there anyway you can look at this for me?

Thanks,

Panic
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on July 13, 2016, 07:06:42 am
I don't mean to be rude, and interrupt if this is meant to be private, but can you be more specific? Just HOW is it busted? Maybe I can be of service? I have the v16.1, and it works perfectly for me. Maybe even better than that :)
Real quick though, 1) maybe your Hornet.dll is corrupted, or the wrong version? I think Mr. Orion put out a new one to address some problems people were having, iirc. and 2) are you sure you have the correct Simconnect and C++ Redistributable versions? Those two things seem to be the most common causes of problems...

If it's none of my bees-wax, of course, feel free to tell me to butt out and I will, of course. Just trying to help a little...
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 13, 2016, 10:12:33 am
Hey jimi, I downloaded the 16.1 version of the Hornet and me and some of the other guys that i fly online with feel as though the flight model is busted. Is there anyway you can look at this for me?

Thanks,

Panic


Hey Panic,

Appreciated your feedback.  Agree with Pat on this one.  "BUSTED" is pretty vague.  More specificity would be appreciated. 
Did the aircraft install properly?  (no "FCS FAIL" flashing across the HUD)
What configuration was the aircraft in? 
What maneuvers where you performing? 
What altitude/airspeed? 
What exactly felt off (maneuvering, acceleration, handling, etc)?
Are you/your friends making these comparisons to another aircraft (i.e. SuperBug, Default F-18,  the Real Aircraft, Flight Data)?

I will admit that this aircraft is still a work in progress so there is still work to do, but any QUALITY FEEDBACK is always welcomed and considered.

Thanks again.

Jimi
Title: Re: New FSXBA Hornet
Post by: Raptor 1-1 on July 20, 2016, 03:41:46 am
Does anyone have a problem where there is a gradual fps drop every time they fly this thing? Its annoying the hell out of me.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on July 20, 2016, 07:36:42 am
I don't seem to have that problem, Raptor.
I can fly for 2-3 hours (with midair refueling or a quick landing for a hotpoint refuel :D ) and my FPS stay right where they should be, depending on the scenery loaded and so on. Not super helpful, I know.
May I ask, which video card you have? Maybe the fan on it is failing, and the card is getting hot? When was the last time you cleaned out you computer? Given it a real good dusting with canned air? Same with the cooling fins on the CPU and GPU. You would be surprized how little dust it takes to ruin cooling efficiency. Fans are also notorious for failing, but those are pretty inexpensive, and USUALLY easy to replace. Laptops are the notable exception.
I may be totally off base, here but it sounds like a heat-up kind of problem to me. The hotter your GPU/CPU get, the slower they run, in a self-defense measure to prevent actual damage. Some get pretty aggressive about it for sure.
Again, I may be totally off, but it's something to look at...

On another subject, and it's been a while since it happened, but on the v14.9, does anyone remember the UFC having problems with setting ILS frequencies? IE: You set the frequency in and if you switch to another plane to test it, it's off by .01 or some other small value? I remember people having this a long time ago, but I'll be danged if I can recall, or find, a fix for it. I could swear (I swear a lot. Former Marine ;) ) there was a solution, but dogged if I can remember or find it.
Someone on another forum asked, and I'm trying to help him, but nothing I've tried so far has worked...
Thanks all! Have fun...

Pat☺
Title: Re: New FSXBA Hornet
Post by: Raptor 1-1 on July 20, 2016, 10:30:50 am
My computer doesn't get too hot when I run fsx. I also noticed the same thing happens when using the 2012 Blue Angels Hornet (The one that uses the default Acceleration hornet). But it doesn't happen with the Sludge Hornet. It think it could be something to do with a gauge or maybe one of the effects that are used. My frames go from 50 fps down to 10 fps within about 5 minutes.
Title: Re: New FSXBA Hornet
Post by: Panic on July 20, 2016, 09:50:43 pm
Sorry about the late reply Jimi and pat,
I knew that using the word busted would be vague and sorry about that. Me and the group I fly with feel like going from 14.x version of the FSXBA hornet to the new 15.6 version the aircraft doesn't feel the same it seems to handle very differently overall as to how the 14.x version handled.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on July 21, 2016, 07:25:58 am
Mr. Panic: Yes, it DOES fly "differently". Much better, or should I say closer to the "real world", where ever that place is. Ever iteration just gets better and better. Or more and more realistic, whichever you prefer. Remember, there can be a big difference between "realistic" and how a plane flies in the Sim. I am no Hornet driver by any sense, but from what I've read, Jimi's (and all the rest of the team!) planes just get more and more realistic. That's realistic to the way a Hornet actually flies. Is it what you're used to, or what you think it "should" be? I can't say, although it seems not.
All I can say is, enjoy the way it flies NOW, not THEN. I sure do.
Just wondering, have you thought of trying the v16.1? It might be worth your time. Just my opinion, but from what I've been able to tell it is lightyears beyond the v14.9. Again, I am NOT a "real" Hornet driver, but I've studied the NATOPS excessively, for what it's worth, and from what I can see, it's approaching "total realism".
I would love to hear from a real Hornet Pilot about this. It would be invaluable, IMO. Until we do, however, I can only give my ongoing impressions of the plane.
Do you have a specific problem with the v15.6? Feel free to let us know what it (or they) are and maybe we can work out a solution. In my very humble opinion, and yes, I am well aware what they say about opinions, your best bet would be to try the v16.1 instead of the v15.6, although the v15.6 is better than the  v14.9. Like I say, every iteration just gets better and better.
I know that doesn't answer your question, but you are still a little vague as to just WHAT about the v15.6 you are having trouble with. I am NOT a super Hornet Pro or anything, but maybe I can give you an idea of where it might be, or where to look to find a solution.
Pat☺

Mr. Raptor: Sorry, I'm not ignoring you, I am still working on trying to figure your trouble out. Does it maybe happen approaching a specific scenery location?
Have you tried turning some of your AI sliders down, maybe? AI GA planes, especially Airport Vehicles. That really draws down Framerates. So does 3D Clouds. maybe turn them down a little?This plane does take more CPU power than previous versions, so possibly...
Have you tried deleting your FSX.CFG file and letting the sim rebuild a new one? Maybe your old got corrupted, or there is a setting in it this plane doesn't get along with. Make sure you make a back-up before you "delete" the one that's there. Or just rename it to something else, so you can bring it back easily.
Did you get the correct C++ Redristributable 2015? How about Mr. Orion's updated Hornet.DLL? Or the correct Simconnect version? I am just shooting in the dark here. I've done that before (former Marine :) ) and hitting any target is a lot harder, trust me...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Raptor 1-1 on July 21, 2016, 12:57:29 pm
All of my traffic settings are set to 0% and I tried replacing my config but it still didn't work. I also noticed around about six months ago, the Hornet was working fine for me until one random day the fps drops started. I tried a lot of things when it started, like reducing every single setting down to 0% and creating a brand new config. It doesn't change with different sceneries. Even when I go out to the Australian outback (where there is absolutely nothing as far as the eye can see) it still does it. I do use Rex Essential+Overdrive but I purchased that before the fps drops started and some settings like cloud resolution and some other things are down to their lowest values.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on July 21, 2016, 08:11:02 pm
Well heck!
I am running out of ideas fast. I will do some research as soon as I can to look this problem up.
Of course, as soon as I find the solution, one of the super brains on this site will post the answer to your problem in one short sentence :D

I'll keep looking though!
Pat☺
Title: Re: New FSXBA Hornet
Post by: Azframer on July 24, 2016, 10:41:21 pm
I installed the 16.1 bird but I never posted my problems I was having with it due to thinking it was my machine I run it on. I don't have a huge budget for a high end computer. As much as I want to fly the C model I just can't, I get this crazy yaw left to right consistently above 300 knots, I've tried enabling and disabling auto rudder and nothing changes. Animations of flight control moments are minimal, full up elevator get little movement. I quit commenting back when I would fly and I would get a lock in elevator at a full pull, I'd release and the plane would continue to pull.
Waiting for the next release to see if it reacts on my computer better.

Raptor 1-1: any chance your machine updated drivers for your graphics card in between now and when the frame rates were good? Did your computer update from 8/8.1 to 10 in that time? It sure sounds like a driver change issue to me with a trickle down frame rate. It is typical for frame rates to drop off some especially on long flights. If it is major drop off I would look at the driver issue and see if that might be it. Other than that you might have GPU fixing to tank on you or is heating up, still could be a sign it is about to fail if it is heating up. If your graphics card has its own fan  make sure it has not failed.

Rick
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on July 25, 2016, 07:51:41 am
Hi, Rick!
Y'know, I could swear (fairly often) that that problem, with the rudder waggling, was fixed by an change or update some time ago. Do I recall WHAT exactly? Of course not. I've slept since then :)
I'll look back through the thread here and see what I can see.
Just to be safe, have you downloaded and installed Mr. Orion's latest Hornet.dll? Same with the correct C++ Redistributable 2015 (32 bit version?) Have you tried DLing the latest v16.1 Jimi has posted and giving it a try? It maybe the fix is in, so to speak...
If none of that fixes it, I'll look at mine and see what I did to it, if I can find my notes. Mine did the same things, but doesn't any more, soooo...
But I could swear Jimi put out a fix for that problem.
Pat☺
Title: Re: New FSXBA Hornet
Post by: Azframer on July 25, 2016, 09:37:59 pm
I remember doing a C++ thing making sure I downloaded the right one. I am not so sure about the Hornet.dll. I'll try anything in hopes to flying a new and improved Hornet and really feel it is improved. I turned the clock way back in order to avoid the  yaw, getting the full pull lock from happening and the control surfaces to have the movement in animation that they had before. I went all the way back to FA-18C_FSXBA2014 FLT14.8 and FA-18C_FSXBA2014 BA14.8.

Rick
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on July 26, 2016, 07:33:47 am
OK, here we go :)

The very latest edition of the v16.1: https://drive.google.com/file/d/0B3So3WwTLPRZVU1jaVUtTXZIVVU/view?pref=2&pli=1

The Hornet.dll (I think. Still looking for certainty): https://dl.dropboxusercontent.com/u/19121193/FSX/FSXBA/HornetFCS.html

And last, the C++ you need: https://www.microsoft.com/en-us/download/details.aspx?id=48145

If the second link isn't Orion's Hornet.dll, I will keep looking, but I am almost certain it's included in the v16.1 DL. You can try just replacing the whole thing, and seeing if it helps. I have found, just as an aside, that if you have an older version installed, you will need to add a little note to the new ones to differentiate them. I put a "v16.1" behind them on the title= line and the variation= line to do the trick. In each aircraft's aircraft.cfg file.

I hope this all helps bring you up to date...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Azframer on July 26, 2016, 10:04:28 am
The 2nd one was the HornetFCS.dll. where does that go? No readme file with that. I tried doing a search to find where they were talking about it and I did not find it that way.
I've been wrapped up in the 777 modeling the cockpit I had not read that much lately. Thanks for the help Pat.


Rick
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on July 26, 2016, 08:42:07 pm
I found the thread where Mr. Orion posted the new .DLL.
To Quote his post:
Quote
then copy HornetFCS.dll to your FSXBA Hornet panel folder, replacing the existing file.
He also specifies to make sure the C++ from the link I gave is installed first, THEN install the .DLL. Of course, if you have it already installed then disregard this little bit :)
If you run into FCS problems with the .DLL install, start reading page 78 onward of this thread. There is a great deal of excellent info there, mostly Mr. Orion trying to help people with HornetFCS.DLL installation, and operation, problems.
By the bye, he has mentioned it's not MR. Orion, just Orion, but I have a habitual respect thing for people smarter than I. To me, it just seems more respectful to add the Mr. I apologize if that offends. It's ingrained in my mind.  :-\

I hope all this helps some.  :)
Pat☺
Title: Re: New FSXBA Hornet
Post by: Azframer on July 27, 2016, 03:57:18 am
That was it the whole time then, I missed the dll file when it was talked about. It does not lock in the full pull like it did before. The flight controls in animation work good, elevator is showing full up and down, the elevator movement in full left or right roll show only slight movement, although ailerons don't show full movement like I feel they should in animation only, the actual controls in flight feel spot on to me. Please don't take this as a complaint,  just trying to give some input on what I see now that I am able to give some input and not feel like it was my computer that was letting me down.

Does that same dll file work for Peter's NH Hornet as well? He had the D model of the USMC_VMFAT-101_12 and the C model USN_VFC-12_06 I painted and like to fly as well but it did the same elevator sticking thing, it was slightly more prone to stick and harder to unstick. Jimi has been staying away from the D model for now.

I am liking the feel of the flight controls on the 16.1 version. I did line up for landing and noticed a auto trim when I lowered the gear, I had line up and was waiting for my airspeed to drop enough to lower gear on a straight in approach, once I lower gear I had to add a bit of down elevator to get it to start going back to my sink rate I was looking for.

Oh I also noticed the pilot helmet was black on the clean splinter texture and Blue Angel 1 I have not flown any of the others yet to see the rest.

Rick
Title: Re: New FSXBA Hornet
Post by: Kea on July 28, 2016, 06:51:08 am
Here's a curly question for those in the know...
I've just tried to use FacetracknoIR with the FSXBA Hornet and during high-G turns the camera gets really bad flicker/stutter. Would I be right in assuming this has something to do with how the eyepoint "moves" normally with this aircraft during such turns? Other FSX aircraft don't seem to have this floating eyepoint and so don't seem to be affected during similar turns. Anyone else using FacetracknoIR with this jet?
Title: Re: New FSXBA Hornet
Post by: Azframer on July 28, 2016, 07:18:48 am
Kea how does that hook up to the computer per port, Wifi networking or Bluetooth? Either of those could be a choke point for video I would think. This is like the virtual glasses type thing? I wanted to try those one day when I could afford them. That would be a treat for flying formation.

Rick
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on July 28, 2016, 07:51:09 am
Quote
Does that same dll file work for Peter's NH Hornet as well?
I believe it does, but I may well be wrong. I think so buuut. I hope Peter or Jimi will weigh in on this eventually.

As to the ailerons, bear in mind that MOST of the roll authority is vested in the "slabs", or horizontal stabilizers. The ailerons are almost a back-up system for that.
They move farther or less far depending on the speed and roll input. Slower speed, greater roll input than normal, then they move. PA mode makes them move farther. Things like that. Go to Locked Spot view during a long final sometime, once you are "on-speed", and crank the stick hard over, to see the greatest movement. Then take a look during a nice, clean aircraft, straight and level run at 20,000' and 400 kt's, and again, crank the stick over. You will hardly see them move at all. But you'll see the Horizontal Stabs move a LOT. It's also limited in roll-rate, because the horizontal stabs have enough authority, under the proper conditions, to tear the tail off the aircraft. Again, read the NATOPS :)

As to the trim during PA mode: it goes to 8.1°, as that is the proper trim during PA mode, full flaps. The plane is designed to have that attitude during approach. It's in the NATOPS, and I can find it if you want. Once it settles into the 8.1° setting, and once your speed bleeds off, flaps are full, and gear down, then you can adjust your sink rate with the throttle, and the elevators. The speed brake, coupled with a normal break turn, or even by it's self, will slow you down to gear and flaps speed, or 175Kts.
If you are on a long straight-in to a land-base, or even the boat, you can do a couple of short, sharp S-turns to bleed airspeed off too. Normal approach to a landing, meaning a break-turn to downwind, throttles to idle and speed-brake out, WILL slow you down, though. I've done a LOT of them, and it's worked great for me every time.
Remember to watch your AOA indicator, speed, E symbol, velocity vector, and all that good stuff. It WILL settle into the proper attitude, and sink-rate, for the plane's gross weight, if you let the FCS do it's job.

Hope all that rambling helps out some :)
Pat☺
Title: Re: New FSXBA Hornet
Post by: Kea on July 29, 2016, 03:22:06 am
Azframer - it's just software that uses your webcam to track your face instead of a trackIR-type system. It's not perfect but it is interesting! I'm not streaming it to another device like a headset for the full VR experience. The issue, as far as I've tested, only occurs with the FSXBA Hornet, so I'm wondering if there is a "floating eyepoint" (I'm calling it that) built in to the Hornet which "moves" your head in response to high-g for a more immersive experience - and if so, this might be conflicting with FacetracknoIR when it kicks in. I don't know, just a bit of a theory...
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 29, 2016, 06:15:29 am
Gents,

AZ...
Quote
Does that same dll file work for Peter's NH Hornet as well?
I'm pretty sure the coding will work with PETERS's NH, but since the FCS isn't tweaked to his numbers, I can't guarantee what it will fly like.  If you simply want to fly in the Delta or have a certain texture, I would just transfer the Delta 3D model into the folder and make the appropriate corrections in the aircraft.cfg file.

As for the aileron movement on the ground, I've got that fixed, just need to release.  Just a simple adjustment to the .air file.  But Pat is correct, while in flight, flight control movements are based exclusively on stick positions, but rather what you are "asking for".  In this case, lateral stick position is asking of the jet (commanding) for a selected ROLL RATE, so the ailerons and stabs will move as much as they need to to achieve the roll rate that was asked for based on the positioning of the stick.  The lower the speed, the more the ailerons and stabs have to move to achieve the desired roll rate so you will see more stab movement when you move the stick.  At higher speeds, less stab and aileron deflection is needed so you will see less control surface movement given the same stick position.


KEA...
The issue you are having deals with the visual effect that was added in the jet to simulate air buffeting under high G.  This can be disabled in the panel.config file by placing "//" next to all of the entries that contain "FX\Vibration" so
Code: [Select]
gauge45=FX\Vibration_AOA!vc_shake_dirty,  0,0,0 would be changed to
Code: [Select]
//gauge45=FX\Vibration_AOA!vc_shake_dirty,  0,0,0.  Once you are done, save and reload into FSX.

Hope this helps.

Jimi
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on July 29, 2016, 07:36:53 am
Thanks for the help, Jimi! I was totally brain-dead the last few days... ;D  :P
Pat☺
Title: Re: New FSXBA Hornet
Post by: Azframer on July 29, 2016, 09:05:48 am
Thanks Jimi, I tried the dll file of your's with Peter's Hornet and it did not work so well. The locking of elevator stopped but the animation was not right either. I can't even remember what was up at this point. His had autoflaps.dll, I stashed his loaded your's that had a different name did not really work then I changed the name of yours to his name. did not work but like I said the lock stopped. At this point I'll add the Delta to yours and go from there. Thanks for all your hard work on this taking the time to give us answer and a awesome plane.
Oh and thanks to all the other guys working on this project helping Jimi move it along.

Here is the kicker not sure you have heard about. I am from Pensacola home of the Blues, dad sent me a email with a article on the Blues, Sept 2017 they will be  in the Super Hornet. I posted the link on another thread not wanting to clog this one up. But now that I posted here it is.
http://weartv.com/news/local/blue-angels-flight-team-gets-plane-upgrade

Rick
Title: Re: New FSXBA Hornet
Post by: hd764jvgd843 on July 29, 2016, 01:18:31 pm
Hello everybody, I have been offline for some time taking a break from the project and a stressful job, thus I couldn't follow forum discussions either.

Azframer: Trying to merge the latest FSXBA beta with HornetFCS.dll into the older NH mods utilizing the older Autoflaps.dll will not work because folder structure is quite different, .air file changes, and internal Panel folder changes will mess it up.

Assuming you want to create a working D model version of current FSXBA beta release I suggest the following procedures:

a) Quick and dirty: As Jimi has already suggested, just copy the corresponding D model files into the model folders and rename them accordingly. In a jiffy you will be good to go and the D models will show instead of the C models. You can only replace Clean and Trainer models because currently others do not exist.

b) Parallel mods: This is a more painstaking undertaking, but is a great way to familiarize yourself with the mods internal dealings and structure.
- Start with cloning/copying and renaming the latest FSXBA beta version folder, within the sim for the D version.
- Replace the Clean and Trainer C version model files with the corresponding D version ones, other variant folders for the D version can be deleted because no model files exist for these.
- Next you have to carefully adjust the naming within the aircraft.cfg referencing to the D version files/folders, again removing references to D version variants that do not exist, e.g. GBU, Mav, etc. This will make sure the aircraft is listed correctly within the sim and side by side with the C variants and is pointing to the right model files and texture folders.
- Now, you should have working FSXBA D model variants. Warning: Do not try to adjust paths/references within the Panel.Fleet folder. The HornetFCS.dll for the D version will be in fact referencing to the existing C version, because of how it is designed, but it will not matter, since one cannot simultaneously fly a C and D variant.

Please, beware D model versions may have some additional issues and glitches compared to the C model versions.

Best regards,
Peter
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on July 29, 2016, 08:41:38 pm
Hey, Peter!
Long time no see. Good to see you, as always :) Glad you're doing well, and taking a break. Ya just gotta get away from stuff, sometimes :)
Thank you very much for the info, too. I wasn't sure. I'm glad you got us squared away on all that.
Pat☺
Title: Re: New FSXBA Hornet
Post by: Kea on July 30, 2016, 07:09:05 am
Thanks Jimi, that did it.
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 01, 2016, 01:06:33 am
Thanks for the help, Jimi! I was totally brain-dead the last few days... ;D  :P
Pat☺

Thanks for covering down over the past few weeks Pat!  Much appreciated!
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 01, 2016, 08:02:31 am
My pleasure. Glad I could do a little bit to help out :)
I am nowhere near you or Orion's league, but heck, I do what I can.

Have fun!
Pat☺
Title: Re: New FSXBA Hornet
Post by: gillesaw on August 01, 2016, 08:43:40 am
Hello Everybody.

I flight this plane with Tacpack and CCP to test Capo Frasco training range, a mission available at FSX@War website.

Is there a tutorial to use the HUD and to understand the specific display AG mode ?

Best regards
Gilles
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 03, 2016, 12:48:07 pm
Hello Everybody.

I flight this plane with Tacpack and CCP to test Capo Frasco training range, a mission available at FSX@War website.

Is there a tutorial to use the HUD and to understand the specific display AG mode ?

Best regards
Gilles

Not currently at this time, though one is in the works.  Thanks.
Title: Re: New FSXBA Hornet
Post by: Wood on October 10, 2016, 07:00:07 pm
Hey guys
I'm beating my head with this one. i have everything working almost normal within P3D 3.4 with the exception of the HSI moving. It only seems to be stationary. Any help on this would be fantastic..

Thanks for your time in advance.


Wood
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on October 10, 2016, 09:44:51 pm
I've never seen that happen before. Hmmmm...
Do you have the correct .NET Framework installed? Do you have the latest Hornet.dll, in the right place? To the best of my knowledge, the autoinstaller for the v16.1 takes care of both of those.
Sorry, not super helpful. I am not running P3D, but as far as I know, there's not much difference in the way the plane works in FSX vs P3D. I may well be wrong, though.
Pat☺
Title: Re: New FSXBA Hornet
Post by: Rocco31alpha on October 11, 2016, 07:34:12 pm
Is it possible that the landing light is lighting the ground?

I read that with the keys shift+E and then the 3 the ladder should come out. But that is not working in my hornet.

I deleted the old hornet v14.1 and only installed the new v16.1. Is that ok for every function or is it recommended to have the old one?
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on October 12, 2016, 07:47:31 am
To answer your question, no :D Landing lighting is integral to the model of the particular aircraft in FSX and P3D. In FS9, you could add a landing light effect to the [Lights] section of the aircraft.cfg,  but that's been removed from FSX and P3D. Now it has to be integrated into the aircraft's model by it's dev.
You don't need the old one. The new one is a completely stand-alone package.
Did you allow the installer time to do the .NET Framework install? It sometimes appears as though it's stopped running or locked, but it just takes a long time to totally do the install. At least on my PC anyway...
Also, do you have the sim installed, by any chance, in C:\Program Files or C:\Program Files(X86) ? If so, you are going to have nothing but trouble with a lot of things. Also, are you running the sim as Administrator, and did you run the installer for the plane as Admin? It's vital that you do so every time.
Just trying to think of possibilities, is all, and I'm getting a headache :D
I hate thinking, I really do...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Ah-Menace on October 17, 2016, 05:10:02 pm
Hey fellas,
Long time no talk to,but I figured out the ladder,chocks,engine and intake covers. If you delete the RSRI file in the Panel/FX they become enable but you loose the RSRI system,maybe someone can fix this.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on October 17, 2016, 08:55:28 pm
My understanding is that the ladder/chocks thing is very low on the list of things to work on, for Jimi and the team. I wouldn't eliminate the RSRI entry in the panel.cfg for any reason. It's definately an integral part of the FCS, and the FCS is one of the reasons this plane flies so wonderfully. Eliminating it will at the very least degrade the FCS, which is certainly not a desirable thing to have happen.
To see the effect of doing so, however, comment the line out of the panel.cfg, then, while flying, call up SHFT+7 and watch the PID controllers. Then enable it and go do the same flight. Do some turns, climbing, descending, just rolls without turning, and so on, and monitor the numbers. I'll wager you see a very significant difference in how the plane flies.
Not the greatest answer, I know, but it's the best I can offer. Sorry...
Pat☺
Title: Re: New FSXBA Hornet
Post by: blackhander92 on November 09, 2016, 03:26:03 pm
G'day guys, first of all, love the BA Hornet, super fun to fly! I do have one problem though, just installed the 16.1v and all of a sudden my HUD will not appear in the VC and even in 2D mode. I've checked that all switches are in the right place. Any ideas?

Cheers
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 10, 2016, 07:00:40 am
Hey man. Thanks for the good words!  Couple of questions. What version of FSX are you running?  Have you tried pressing ctrl+e and waiting a few seconds?  Sometimes that does the trick.
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 10, 2016, 07:11:50 am
Hey fellas,
Long time no talk to,but I figured out the ladder,chocks,engine and intake covers. If you delete the RSRI file in the Panel/FX they become enable but you loose the RSRI system,maybe someone can fix this.

Good find Ahmenace!  I'll update when I get the time.
Title: Re: New FSXBA Hornet
Post by: blackhander92 on November 12, 2016, 09:51:51 pm
Hey man. Thanks for the good words!  Couple of questions. What version of FSX are you running?  Have you tried pressing ctrl+e and waiting a few seconds?  Sometimes that does the trick.

Wow, there you go, fixed it. I wonder why it wasn't working when I used switches only to power up the jet?
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on November 13, 2016, 08:05:04 am
Sounds like you were starting from a saved, cold-n-dark plane. Without the engines running, no HUD.
You can start the engines with the CTRL-E key combo, OR: Set the BATTERY switch ON. This will give you MFDs. Call up the ENG page on one of them.
Set the APU to ON, and wait for it to spool up to 100%. Takes about 1 min, IIRC.
Then set the ENG CRANK switch below it to R. The right engine is normally started first to give the brake systems hyd pressure. watch the N2 RPM spool up to about 20%, then move the right throttle to IDLE. OR, Hit CTRL+SHFT+F4. The engine should light off and spool up to 62% N2 RPM fairly rapidly. Again, monitor the ENG page on an MFD.
Turn the RIGHT Inverter switch to NORM. You now have electrics, and the HUD should be operational.
The ENG CRANK switch will automatically center back up once the engine starts. Perform the same actions for the left engine. Go flying and enjoy the heck outta it :D
All the above actions are the long way of hitting CTRL+E.
Hope all that is some help...
Pat☺
Title: Re: New FSXBA Hornet
Post by: nicka117 on November 29, 2016, 07:38:40 pm
Hi guys, I used to hang out here back in the day but it's been a while. Had to jump back in FSX and fly dino's f-14 around the boat w/ vLSO.

I also remember loving the original sludge hornet as well.

I don't want to be "that guy" that didn't read all the posts and asks redundant questions....but I guess I'm going to be anyway.

Is the FSXBA hornet a mod to the original accel hornet, or an entirely new freeware plane?

Is the sludge 2.0 worth a try?

I'm now running a Win 10 64 bit machine with FSX:SE? What do I need to do to get the FSXBA cooperating with that operating system?

Thanks in advance!



Title: Re: New FSXBA Hornet
Post by: Kea on November 29, 2016, 08:56:00 pm
It's an entirely new plane. And it's awesome.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on November 29, 2016, 09:24:38 pm
Well, I'm no expert at this, but I'll try best I can.
Quote
Is the FSXBA hornet a mod to the original accel hornet, or an entirely new freeware plane?
It's an entirely self contained, new, stand-alone, freeware plane. The v15.2 is great, but the v16.1 (the latest version) is amazing. I very strongly recommend it. It's amazingly accurate to the RL '18C, both the FDE and FCS. I can't crow loudly enough about it :)
Quote
Is the sludge 2.0 worth a try?
I don't have that plane any more, but I understand it's tuned specificaly for doing CQ work. You might like it for that. I still say go with the v16.1 though. If nothing else, it's much "newer" and the work done so far is amazing.
Quote
I'm now running a Win 10 64 bit machine with FSX:SE? What do I need to do to get the FSXBA cooperating with that operating system?
I don't have Win10, but I AM running FSX-SE with no troubles in the least. All I have are Kosta's Tweaks to the FSX.cfg.
As far as I know, all you need do is install the proper .Net Framework Release, and since an installer for it is included in the installer for the v16.1, you don't need to worry about it.  Just let it do it's thing, and voila! Problem solved automatically. During it's installation of the .NET Framework Release it sometimes looks like it's locked, but it's not. Don't be fooled. Just let it run and it will finish in it's own sweet time. I think the most work you have to do is to answer YES when it asks if you want it to install the .NET Framework for you. Not very tough, IMO. :)
Oh, and select what sort of weapons loadout you want included. To save space, it has a Base model, which has the Panel, most of the textures, the Sound files, and so on, and then each other loadout has the few required textures, the aircraft.cfg for that loadout, and so on. Thus each different loadout takes up much less room than having to have all the "common" files repeated for each one. "Loadouts" are things like an A-A weapon load, with A-A missiles and a centerline tank, different A-G bomb loads, a Training one with a centerline tank and the weapon pylons attached but nothing else, and so on. You can install the one(s) you like to fly. If you want a different one later, you can simply run the installer again, and select the loadouts you want to add on.
I run the training version 90% of the time. it lets me go up, do some ACM training, and then do some CQ practice. Sometimes I use an A-G loadout, and run a bombing mission someplace. It IS TacPac enabled, if that's your bag, as well.
Does that answer your questions?
Pat☺
Title: Re: New FSXBA Hornet
Post by: nicka117 on November 29, 2016, 10:27:36 pm
Thanks Phantom!
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on November 30, 2016, 07:52:27 am
My pleasure :)
I also like to mention, if you are a fan of doing CQ's, that you use AICarriers.NET, not .exe. The great and talented Mr. Orion, of this forum fame, programmed it. It uses much less of the computer's resources, IMO than the original. It works very nicely with FSX-SE. A lot of people I have recommended it to, seem quite impressed with it.
Using it, you can set the carrier, or task force, you want, wherever you want, then set it in motion, to get some WOD. You can then set the weather to get the rest required by a particular aircraft. The F/A18C, btw, requires 30-35kts :D At least to land properly. Of course, you can also set up for other weather as well. Low ceilings, fog, pouring dow rain, whatever you might "like" :D
Like the pilots say when they launch: I can't believe they PAY me for this!
And when they recover: They don't pay me enough for this #$%^!

Have fun!
Pat☺
Title: Re: New FSXBA Hornet
Post by: nicka117 on November 30, 2016, 05:28:40 pm
hey Phantom,

yes, I've been using aicarriers and nimitz/eisenhower pack. The exe was working fine but I uninstalled that and loaded up the net version to be safe. It works fine except that when I place the carrier in front of me, it sometimes puts it 6000 miles away. I just delete and reset it and it works fine.

The FSXBA hornet flies like a dream--"feels" very realistic handling-wise. Love the shake effect at high AOA. Seems perfect in every way except I don't see any cockpit shadows and the funny extra face sticking out of the pilots head. LOL.

I tried the sludge hornet 2.0 and the Iflols gauge didn't light up, and I "think" the install screwed up my carrier wake and smoke textures (dumping fuel to get to trap weight). Somehow I replaced the textures with a black texture. The carrier wake is now black and the fuel dump effect is black. Have to figure that out.

A question, in the weather, I set the wind at 16 kts in the opposite direction of the carrier heading. I thought with the carrier speed, that would be enough wind over the deck. How fast is "forward" with the carrier? Is it going 10 knots or something else? I assume the carrier speed is adding to wind over deck? Do I go 24 kts with the wind?

Title: Re: New FSXBA Hornet
Post by: PhantomTweak on November 30, 2016, 09:29:18 pm
Quote
...in the opposite direction of the carrier heading.
Set the wind in the Advanced Weather the same direction as the carrier is traveling. That sets the wind to come out of the carriers heading, thus, down the deck. Setting it on the opposite heading makes the wind come out of the carriers fantail, thus reducing the wind over the deck.
IE: Ya gots it bass-ackwards :D
Also, you want the wind out of the ship's crotch. That little corner where the angle deck meets the forward portion of the flight-deck. Split the difference between the ship's heading and the angle deck's heading, approximately 8° off the BRC. Thus, the wind's direction should be approximately 4° left (port) of the BRC to be absolutely perfect. Setting the wind can be a bit of an adventure, as when you set it in the Advanced weather section, it then changes it according to the magnetic variation in that location. So you can set it to what you think is the right direction, then when you look at it when you get out of the weather, it's suddenly 5° from what you originally set, just for example. Something to watch out for.
Quote
How fast is "forward" with the carrier?
25 kts is standard for the carrier speed. I understand it can be changed in the carrier's sim.cfg file, but I haven't looked into that. I am sure there's a way, I just don't know it yet.
Quote
I assume the carrier speed is adding to wind over deck? Do I go 24 kts with the wind?
Since the default carrier speed is 25kts, if you set the wind to come out of the the ship's BRC, as discussed above, then you need 10-15 kts windspeed to get the required 30-35 kts WOD, for the F/A-18C.
What I do is fly out to where I want the ship, set the AP to hold me at 1,000', heading hold on, 350 Kts. I try to get a heading that is a whole number, say 270°, just for example, to make my life easier, figuring out my downwind heading. I'm lazy :) . Shift+J, choose the carrier I want, 10nmi ahead of my location to give me a little time. SHFT+J again, select Forward to set the carrier moving. I have the correct freq punched into the UFC ahead of time, and the hook down, ILS needles ON on the HUD control panel (shft+2). And the correct weight of fuel on board to get the bird below 33,000 lbs. Shft+6 is a great little readout. With the hook already down, You will need to hit shft+6 twice to get the display to show. After that, every time you put the hook down, the display will pop up automatically.
I then hit pause, and set the wind correctly. Once I get that taken care of, I unpause, AP OFF, all of it, and descend to 800', and fly so I am "close aboard" the starboard side of the boat, 350kts airspeed. I usually try to fly so the boat passes where the wingroot hit's the fuselage, from my POV in the cockpit, on the ship's BRC. In this case, 270°. If I have everything all set, great. I do a break turn, etc etc to land on the boat. If it's not just right yet, I go around and come back from about 10nmi again to get everything that way.
Quote
except I don't see any cockpit shadows and the funny extra face sticking out of the pilots head. LOL.
I don't sweat the little stuff like that. I'm in it to fly, not take screenies, but that's just me. I hardly ever get out of the cockpit, honestly, except to get lined up in the little box on the deck for launch. The only gripe I have about the cockpit is that at night, with the lights on, I can't see the Advisory lights (like the Launch Bar, or Speed brake lights), or the Flaps/Gear lights. I just turn the cockpit lights off, and those all become visible again.

Anyway, hope all this helps a little bit. have fun!
Pat☺
Since the wind + ship's speed gives me 30 (ish) WOD, I am all set up for launching again, too. So away I go, launch, recover, lather rinse repeat :)
Title: Re: New FSXBA Hornet
Post by: 72westy on November 30, 2016, 09:40:36 pm
Do you still offer the FA-18D v16.1? I checked your site Jimi and clicking on 'Download' does nothing. The same with the 'textures' downloads.

I see an 'Airbrake fix' download. Which model does this apply to?
Title: Re: New FSXBA Hornet
Post by: nicka117 on November 30, 2016, 09:44:25 pm
Quote
...in the opposite direction of the carrier heading.
Set the wind in the Advanced Weather the same direction as the carrier is traveling. That sets the wind to come out of the carriers heading, thus, down the deck. Setting it on the opposite heading makes the wind come out of the carriers fantail, thus reducing the wind over the deck.
IE: Ya gots it bass-ackwards :D
Also, you want the wind out of the ship's crotch. That little corner where the angle deck meets the forward portion of the flight-deck. Split the difference between the ship's heading and the angle deck's heading, approximately 8° off the BRC. Thus, the wind's direction should be approximately 4° left (port) of the BRC to be absolutely perfect. Setting the wind can be a bit of an adventure, as when you set it in the Advanced weather section, it then changes it according to the magnetic variation in that location. So you can set it to what you think is the right direction, then when you look at it when you get out of the weather, it's suddenly 5° from what you originally set, just for example. Something to watch out for.
Quote
How fast is "forward" with the carrier?
25 kts is standard for the carrier speed. I understand it can be changed in the carrier's sim.cfg file, but I haven't looked into that. I am sure there's a way, I just don't know it yet.
Quote
I assume the carrier speed is adding to wind over deck? Do I go 24 kts with the wind?
Since the default carrier speed is 25kts, if you set the wind to come out of the the ship's BRC, as discussed above, then you need 10-15 kts windspeed to get the required 30-35 kts WOD, for the F/A-18C.
What I do is fly out to where I want the ship, set the AP to hold me at 1,000', heading hold on, 350 Kts. I try to get a heading that is a whole number, say 270°, just for example, to make my life easier, figuring out my downwind heading. I'm lazy :) . Shift+J, choose the carrier I want, 10nmi ahead of my location to give me a little time. SHFT+J again, select Forward to set the carrier moving. I have the correct freq punched into the UFC ahead of time, and the hook down, ILS needles ON on the HUD control panel (shft+2). And the correct weight of fuel on board to get the bird below 33,000 lbs. Shft+6 is a great little readout. With the hook already down, You will need to hit shft+6 twice to get the display to show. After that, every time you put the hook down, the display will pop up automatically.
I then hit pause, and set the wind correctly. Once I get that taken care of, I unpause, AP OFF, all of it, and descend to 800', and fly so I am "close aboard" the starboard side of the boat, 350kts airspeed. I usually try to fly so the boat passes where the wingroot hit's the fuselage, from my POV in the cockpit, on the ship's BRC. In this case, 270°. If I have everything all set, great. I do a break turn, etc etc to land on the boat. If it's not just right yet, I go around and come back from about 10nmi again to get everything that way.
Quote
except I don't see any cockpit shadows and the funny extra face sticking out of the pilots head. LOL.
I don't sweat the little stuff like that. I'm in it to fly, not take screenies, but that's just me. I hardly ever get out of the cockpit, honestly, except to get lined up in the little box on the deck for launch. The only gripe I have about the cockpit is that at night, with the lights on, I can't see the Advisory lights (like the Launch Bar, or Speed brake lights), or the Flaps/Gear lights. I just turn the cockpit lights off, and those all become visible again.

Anyway, hope all this helps a little bit. have fun!
Pat☺
Since the wind + ship's speed gives me 30 (ish) WOD, I am all set up for launching again, too. So away I go, launch, recover, lather rinse repeat :)

Got it Phantom, thanks Buddy!
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on December 01, 2016, 07:27:59 am
Glad to help, Nick!
I know I get wordy sometimes. Sorry 'bout that :)

Mr. 72westy, sir, are you sure you're not looking at Peter's version, including textures? It's a very good plane, don't get me wrong, but to the best of my knowledge, there isn't a v16.1 for it. Jimi's Hornet, v16.1 is located here: https://drive.google.com/file/d/0B3So3WwTLPRZVU1jaVUtTXZIVVU/view (https://drive.google.com/file/d/0B3So3WwTLPRZVU1jaVUtTXZIVVU/view) Does that help?
Pat☺
Title: Re: New FSXBA Hornet
Post by: 72westy on December 02, 2016, 12:13:48 am
Glad to help, Nick!
I know I get wordy sometimes. Sorry 'bout that :)

Mr. 72westy, sir, are you sure you're not looking at Peter's version, including textures? It's a very good plane, don't get me wrong, but to the best of my knowledge, there isn't a v16.1 for it. Jimi's Hornet, v16.1 is located here: https://drive.google.com/file/d/0B3So3WwTLPRZVU1jaVUtTXZIVVU/view (https://drive.google.com/file/d/0B3So3WwTLPRZVU1jaVUtTXZIVVU/view) Does that help?
Pat☺

On the following page middle choice http://www.fsxblueangels.com/aircraft
Title: Re: New FSXBA Hornet
Post by: Azframer on December 02, 2016, 02:06:35 am
72westy that is the FA-18D_FSXBA2014 BA15.3 version of the plane and what the FSX Blue Angels settled with while improvements go on.
The D model had added same questions over and over again and that is more about the blue cockpit. I know I had the same issues and posted the fix for it. But with the planes packaged together it made it harder to fix.
I have the D model Blue Angel package you are looking for, you would need to give me time to get it uploaded. It has nothing but Blue Angels clean version. Be back with a link in a bit


Rick

Edit= : The package is all zipped together and I believe the D is packaged with the C model. That is how my zip is packaged. Uploading it now still.
Title: Re: New FSXBA Hornet
Post by: Azframer on December 02, 2016, 07:50:31 pm
Here is the link to the Blue Angel D model alone.

Rick
https://www.mediafire.com/?2zeply1mef7mntk
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on December 02, 2016, 09:24:40 pm
Mr. 72westy, sir,
The file I found at the location you gave is a different one than the the one I linked. Is it the same plane in a different place? I have no idea. All I know is that one I linked, to the best of my knowledge, is THE current v16.1.
Pat☺
Title: Re: New FSXBA Hornet
Post by: Azframer on December 05, 2016, 02:21:01 am
Mr. 72westy, sir,
The file I found at the location you gave is a different one than the the one I linked. Is it the same plane in a different place? I have no idea. All I know is that one I linked, to the best of my knowledge, is THE current v16.1.
Pat☺

Pat that is the same plane but a different version, none of the line F/A-18C's come with that version, only the Blue Angels version. It should have both the C and D models under the link for the C model. It has FA-18C_FSXBA2014 BA15.4 and FA-18D_FSXBA2014 BA15.3 With a dedication to Number 6 paint scheme on them.

Rick

Edit = C model Blue Angel only zip here:
https://www.mediafire.com/?3f5464gz36o7ul4
Title: Re: New FSXBA Hornet
Post by: Paddles on December 05, 2016, 10:47:04 am
Pat, let me clarify some of your WOD calculations

...you want the wind out of the ship's crotch. That little corner where the angle deck meets the forward portion of the flight-deck. Split the difference between the ship's heading and the angle deck's heading, approximately 8° off the BRC. Thus, the wind's direction should be approximately 4° left (port) of the BRC to be absolutely perfect.

Please see the attached image. A moving carrier produces its own wind (the red arrow). When there is some natural wind (cyan arrows), the carrier will steer a course which will put the resulting wind (the yellow arrow) down the angled deck, meaning the ship will steer slightly to starboard of the wind direction to achieve this effect (but not having the wind out of the crotch).

Quote
How fast is "forward" with the carrier?
25 kts is standard for the carrier speed. I understand it can be changed in the carrier's sim.cfg file, but I haven't looked into that. I am sure there's a way, I just don't know it yet.

Yes, there's a parameter in the sim.cfg dealing with the speed, but it sets the maximum speed of a carrier:

max_speed_mph = 50

As far as I know, both AIcarriers programs set the forward speed of a carrier via setting its throttle to 60%, which gives 50*0.6=30 kts. There's no way to change that 60% value unless you edit and recompile the software. However, you can tweak the max_speed_mph parameter and set it to, say, 42 which will result in the desired 25 kts.

Since the default carrier speed is 25kts, if you set the wind to come out of the the ship's BRC, as discussed above, then you need 10-15 kts windspeed to get the required 30-35 kts WOD, for the F/A-18C.

And, because those winds are vectors (they all have directions and magnitudes), here starts pure trigonometry  8)
I suggest using this online calculator (http://cossincalc.com/#angle_a=8.8&side_a=&angle_b=&side_b=20&angle_c=&side_c=35&angle_unit=degree) to compute natural wind parameters.

First you will need to enter:
- the A angle, corresponding to your carrier's angled deck (8.5° for Javier's Nimitz or 9.2° for the default carrier);
- the b side, corresponding to your carrier's speed (25 kts in this example);
- the c side, corresponding to the desired WOD (35 kts in this example).

Then hit the Calculate button and you'll get a solution:
- the a side is the natural wind's speed (~11 kts in this example);
- the C angle is the angle between a and b sides (~152° in this example).

But for natural wind's direction you'll need to use not this obtuse C angle but its acute pair: 180°-152°=28°

So, if you have a carrier moving @ 25kts with the BRC 270°, you should set natural wind from 270°-28°=242° @ 11 kts. This will give you WOD 35 down the angle.

Hope this helps.  ;D

PS. You can play with this calculator and see how reducing the carrier's speed will decrease the angle between the two wind components. Also, I'd suggest using Beaufort scale (https://en.wikipedia.org/wiki/Beaufort_scale).
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on December 05, 2016, 08:48:08 pm
Thank you Paddles!
That makes things clear as mud :D
Kidding, it really does help. I appreciate the help.
I haven't done that much trig since my sophomore year in high school, and that was a LONG time ago. That online calc helps a lot, too.
I really was just guesstimating on the WOD calcs. I wasn't trying for absolute precision, although I'd wager most boats have someone, the Navigator, the LSO, someone, to do this for flight ops. With that kind of precision, of course. Or do they have a program in the Nav computers that can read the ship's course, the wind speed and direction, and give a recommended course and speed for, say, F/A-18C's, or S-3's, or whatever? Just wondering.
Do they change forward speed to accommodate different types of planes, or do  they set the boat's speed and course to set a WOD for all the planes? I'm not familiar with other plane's requirements, is why I ask.
I really appreciate the carrier speed setting information, too. Now I know how it's done :)

Again, many thanks for all the help. I appreciate you taking the time to set me straight on all this. I apologize to all for the inaccuracies in my posts.
Pat☺
Title: Re: New FSXBA Hornet
Post by: Paddles on December 06, 2016, 09:56:11 am
Guys,
I was wrong assuming that the speed of a carrier could be computed as max_speed_mph * 0.6, where 0.6 is that 60% throttle value.
I did some tests with Javier's carrier and here's what I got. The following are max_speed_mph values followed by actual carrier speeds:

60   31.27
50   26.05
40   20.85
30   15.63
20   10.42

The attached chart shows that these pairs of numbers are linearly dependent. And the ratio of this dependency is 0.521, not 0.6. Anyway, it works. I've put 47.98 (25 / 0.521 = 47.98) into the sim.cfg and got exact 25 kts!  :)

I was right that this parameter could be used to tweak the carrier's speed, and even crazy numbers like 60 kts are possible here.

PS. The same ratio works for the Ark Royal, however this model accelerates to the preset speed much faster.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on December 06, 2016, 08:56:30 pm
Ok, that's great, Mr. Paddles sir!
Thank you for the very good explanation. now I know how THAT works :D
One question if I may, however. I understand the Max_speed_MPH numbers and how to adjust them, no problem there. I don't understand though, when you gave the "actual speed" numbers, there are two, Like 30,27 for the first set. Is that MPH,KTS?
I can dig the whole 60   30 deal, but what does the ,27 indicate, I guess is my question.
Thanks for all the help. I learn something new every day if I'm not real careful!
Pat☺
Title: Re: New FSXBA Hornet
Post by: Paddles on December 07, 2016, 04:55:51 pm
Pat,
Those pairs are real numbers copy/pasted right out of a spreadsheet, which used decimal comma to separate fractional parts. Sometimes I'm careless with formats, sorry :) Please re-read my corrected message.
Of course, the max_speed_mph parameter accepts only decimal point, as any other parameters in various .cfg and .ini files.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on December 07, 2016, 09:37:30 pm
No problems.
As usual, it was my pea-brain being confused. I'm not used to a comma for a decimal point is all. Once you mentioned it, I finally had the little light go on :)
Thanks again for all the help!
Pat☺
Title: Re: New FSXBA Hornet
Post by: Paddles on December 08, 2016, 04:26:49 pm
Incidentally, I'm working on a practice carrier these days. This is going to be a vLSO add-ons option, allowing you to easily arrange a carrier practice session with no need to install and/or run any additional programs.

I think, it could be useful if you just want to practice carrier landings in adverse and/or varying weather conditions. This option will not replace add-ons like AICarriers, its only purpose will be to spawn a carrier which will automatically maintain the desired wind over deck. Thus, vLSO will take the trouble to calculate carrier's speed and course - in the sim you set the desired place, time and weather conditions, then call the 'Spawn practice carrier' option and the carrier will be spawned below your aircraft and start moving into the wind, maintaining the desired WOD.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on December 08, 2016, 08:53:48 pm
Quote
with no need to install and/or run any additional programs.
Awesome! Again, my pea-brain is wondering, though, will it be detrimental to have AICarriers, for example, running? I have it load up in the EXE.XML, so when I start the sim, it fires up too, whether I am going to use it or not. If I use the vLSO Practice Carrier option, will AICarriers, if I don't call up a boat with it, interfere in any way?
It sounds like a great set up, especially the calculation of speed and course. Save me some brain power, of which I don't have a lot of any more :)

Thanks for the heads up! I can't speak for anyone else, but I certainly appreciate all the hard work you keep putting into vLSO!
Pat☺
Title: Re: New FSXBA Hornet
Post by: Paddles on December 09, 2016, 06:53:06 pm
...will it be detrimental to have AICarriers, for example, running? I have it load up in the EXE.XML, so when I start the sim, it fires up too, whether I am going to use it or not.

No, not at all. On my PC I also have AIcarriers autoloaded and vLSO peacefully coexists with it.

If I use the vLSO Practice Carrier option, will AICarriers, if I don't call up a boat with it, interfere in any way?

No, it won't  :)
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on December 09, 2016, 08:39:22 pm
Again, sir, I thank you for all the info! I know I can be a bit of a pest about some stuff, but, hey: Knowledge is power :)
I appreciate you taking the time to answer :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: SpazSinbad on December 10, 2016, 07:02:46 pm
'PhantomTweak' asked:
Quote
"...I really was just guesstimating on the WOD calcs. I wasn't trying for absolute precision, although I'd wager most boats have someone, the Navigator, the LSO, someone, to do this for flight ops. With that kind of precision, of course. Or do they have a program in the Nav computers that can read the ship's course, the wind speed and direction, and give a recommended course and speed for, say, F/A-18C's, or S-3's, or whatever? Just wondering.
     Do they change forward speed to accommodate different types of planes, or do  they set the boat's speed and course to set a WOD for all the planes? I'm not familiar with other plane's requirements, is why I ask...."
The OOW Officer of the Watch on the bridge would have a good idea of how to steer into wind for good WOD. Then the bridge and air boss and LSO check the MORIAH. These anemometers are in different places with one giving the best WOD indication or the difference is split (depends on how these arranged on a particular CVN I believe).

Yes all aircraft types have an ideal WOD however often other variables such as ship speed to get to a destination or ship course to avoid traffic or land will dictate CVN course and speed and then the air boss / LSO will check that WOD is within limits for aircraft.

Attached PDF has details of MWS MORIAH Wind System. (They call the wind.... MORIAH/Maria spoken MORIAH)

Title: Re: New FSXBA Hornet
Post by: Corvette99 on January 17, 2017, 07:43:51 pm
I hope I didn't miss this earlier , but is there a way to get rid of the stopwatch on the "D" model panel ???
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on January 17, 2017, 08:08:57 pm
Quote
I hope I didn't miss this earlier , but is there a way to get rid of the stopwatch on the "D" model panel Huh
Posted on: December 10, 2016, 07:02:46 PM Posted by: SpazSinbad
Best way I can think of is to alias the panel to a panel.fleet on another version. Like if you have the v16.1, alias the D model's panel to that, rather than the BA panel it's using now.
Alternatively, you will have to get in and edit the plane's panel.cfg and // the stopwatch's entry.
I can get more detailed about either, or both, methods, if you want. Just gimme a heads-up :)
Pat☺
Title: Re: New FSXBA Hornet
Post by: Corvette99 on January 17, 2017, 08:39:43 pm
thanks Pat . I should be able to take it from here ! Thanks again .
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 17, 2017, 10:12:04 pm
Corvette99,

Unfortunately, you will have to choose between the lesser of two evils with the two seater cockpit.  If you want the clock gone, you can replace the 3D model file with one of those from the singer seater variants, but you will not have a back seat view to work with, or you can keep the 2 seater version but have to deal with the clock and Blue Angel modifications.  As far as I know, we do not currently have a two seater without Blue Angels modes available.
Title: Re: New FSXBA Hornet
Post by: Corvette99 on January 17, 2017, 11:23:45 pm
Thank you Jimi !
Title: Re: New FSXBA Hornet
Post by: VortexGen on January 23, 2017, 07:01:25 pm
Hello Jimi,

first off, thank you  for the amazing blue angel F-18 Hornet package which I'm enjoying very much!
There surely was a lot of work involved to bring it to its present fantastic level, so thank you
all the more for making it available for free.

I have only  two small issues (could be me or my system as well), but maybe you do know a fix for it.

One thing is, the analogue standby attitude indicator in the cockpit has the sky and earth sections
in the same dark grey colour.
Unlike the standard Acceleration hornet,where the sky section is in lighter grey/ white colour,
which seems to make more sense to me.

Is this a graphical glitch on my system or in the model? I hope my explanation was understandable, otherwise
I'll try to post a screenshot of it.

The other issue is, the Set T-O trim button on the left console seems to make no difference between land based TakeOffs and carrier launched Takeoffs
on my computer.
If I undestood it correctly, the carrierlaunch TakeOff trim should add more elevator/nose-up Trim, than the land based variant.
I thought the system was connected to the launch bar status to differenciate between the two variants, but somehow
even with the launchbar set down, it seems to only set land-based Take off Trim.

Thank you in advance and kind regards,

Oliver

Title: Re: New FSXBA Hornet
Post by: jimi08 on January 24, 2017, 01:54:20 am
Hey Oliver,

First, thanks for the kind words.  I'll be sure to pass them along to those involved!

-As for the attitude indicator, should be an easy fix.  Just have to make some adjustments to a few textures.

-For the trim, I'll have to look into that a bit further.  Previously I had a simplified T/O trim that simply set the stabs a set level throughout the entire takeoff roll.  The current one takes airspeed and weight into consideration to continually increase stab deflection as the aircraft accelerates in order to rotate the jet at around the same set speed, regardless of weight.  Either way, I'll take a look into it and adjust as needed.

Thanks again for the inputs!

-Jimi
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 25, 2017, 04:26:50 am
Oliver,

Took a look at the attitude indicator textures last night.  Unfortunately I was wrong.  Although I though it would be an easy fix, it turns out not to be due to the way that the textures are applied to the 3D object.  Apparently they are "mirrored" with the same texture applied to the top half of the sphere and inverted and reapplied to the bottom hemisphere.  Because of that, I can only make it one color.  Sorry.

Jimi
Title: Re: New FSXBA Hornet
Post by: VortexGen on January 25, 2017, 10:58:01 pm
Hello Jimi,

thank you very much for your quick replies and for looking into the texture-issue with the attitude indicator!
No worries -  if it can't be fixed, it is a relatively small thing and will not spoil the enjoyment of the aircraft.
Thanks again for being so quick with replying and supporting the aircraft!

Kind regards,

Oliver
Title: Re: New FSXBA Hornet
Post by: marte21 on January 29, 2017, 04:42:57 pm
I am using your fantastic development in P3D v3. I know that some characteristics won 't work. Anyway I have trouble with slammers ( AIM120). It seem that they just go on airplane heading, in "maddog" mode, not following the designated target. Could you confirm?

Maybe this can be the solution to the problem

https://forums.vrsimulations.com/forums/phpBB3/viewtopic.php?f=109&t=17058

Thank you very much

Title: Re: New FSXBA Hornet
Post by: adiazcay on January 30, 2017, 02:36:40 pm
Hello

The pilot 'extra' face appeared sometime between january and february 2014. The Training version don't have the problem, but it has a date of 2013. The external models in the 2014.5 version don't have this issue. The face appears since the 2014.6 version. :P

Kind regards
Antonio
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 01, 2017, 02:57:07 am
I'll take a look at it when I get the chance.

Thanks Antonio.
Title: Re: New FSXBA Hornet
Post by: RagingBlue on February 05, 2017, 10:21:22 pm
Whats the latest version? The version I use tends to freak out upon landing with flaps, Sometimes I can't make adjustments with the stick and sometimes it will just pitch the nose straight up without warning
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on February 06, 2017, 07:36:08 am
The latest version is the v16.1
Do you have it installed, along with it's version of the Hornet_FCS.dll? Very important. Same with the Microsoft C++ Redistributable 2015 that the v16.1 installs for you.
The link to it is in Jimi's sig above, if that helps any...
Pat☺
Title: Re: New FSXBA Hornet
Post by: RagingBlue on February 06, 2017, 10:21:52 pm
Does that come with the .dll file I need? I do have the 16.1 version but i have no idea if I have the .dll file you mentioned, its been quite some time since I've even flown anything on FSX. Also is it normal that when pulling anything over 3 g's the aircraft will continue to pull for at least 3 seconds after the stick is released and suddenly disengage? or it this a problem that is fixed by the Hornet_FCS.dll as well?

Thanks for the reply!
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on February 06, 2017, 11:04:41 pm
Quote
Does that come with the .dll file I need?
Yes, it does. Fully automatic install.
Quote
Also is it normal that when pulling anything over 3 g's the aircraft will continue to pull for at least 3 seconds after the stick is released and suddenly disengage? or it this a problem that is fixed by the Hornet_FCS.dll as well?
No, that's not normal, and no, the v16.1 doesn't do that. The FCS always tries, barring any input from the pilot, to maintain 1 G loading on the plane. That does NOT mean it will level out automatically, but it will, when the stick is neutral, try to achieve a 1G load on the plane. So if you pull a 4G vertical pull up, when the stick is neutralized, the plane will wind up going straight up, but no longer pulling more than 1 G. So essentially straight and level, going straight up, if that makes sense. If you then do a 3 G push over long enough, then release the stick, you will level up again, see what I mean? If you go through turbulence of some kind, like Clear Air turb, or whatever, the plane will bounce around, but the FCS will try to keep the G loading to 1 G, so you'll see the elevaters trying to compensate for the turbulence, as it happens.
If you pull enough G to cause a blackout, just let go, or neutralize the stick, and you will come out  of the blackout in a couple seconds. There are settings in the FSX.cfg file that affect this whole situation, but I've never messed with them.
Hope this helps :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: RagingBlue on February 07, 2017, 06:47:14 pm
Ok so I do have 16.1 and after seeing another post about the .dll I do have it activated because I always accept those messages after installing a new aircraft. Now I don't understand what the issue with my aircraft continuing it's positive g pull after I release the stick, the aircraft isn't returning to level, if I were to pull straight up to 90 and release the stick it would continue to pull further back for 3 or 4 seconds at which point it will stop and return to a neutral. That coupled with the finicky landings are disappointing because it's quite a nice plane. I'm sure this is just an issue on my end but I can't seem to figure out what it is
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on February 07, 2017, 09:07:57 pm
Do you have the sliders for the Controls, in the Controls tab or the Settings page, maxed out? IE: Sensitivity full right, and the Null Zones either full left, or very close to that. You can set the rudder Null Zone a hair bigger, to keep stray inputs from the joystick out.
Also, ensure the Realism sliders are all full right.
Are you using the FSUIPC payware? There are control input settings in that, too. Make sure those are all set to default, IE: not changing the joystick inputs in any way.
I'm just trying to think of anything that might cause this problem.
Quote
continuing it's positive g pull after I release the stick, the aircraft isn't returning to level, if I were to pull straight up to 90 and release the stick it would continue to pull further back for 3 or 4 seconds at which point it will stop and return to a neutral.
Well, just to make sure I understand, the plane won't return to "level". It will return to 1 G. Not level. So yeah, it should continue straight up, but at a 1 G load on the plane. I'll do some testing and see what happens on my system. Maybe try a Blue Angel take off, like I've seen at El Centro. Pull the gear and flaps up, at about 50' off the deck, accelerate to a good speed, and at the end of the runway do a vertical pull and see what happens :D
We'll get this figured out!
Pat☺
Title: Re: New FSXBA Hornet
Post by: RagingBlue on February 08, 2017, 01:15:25 am
Its nothing with controls or anything, I've messed with the realism settings and now its not as bad, Now releasing the stick the aircraft continues to pull 1.5-1.7 G's for at least 2 seconds before returning to neutral. I appreciate all the help, Its still my favorite aircraft to fly so anyway I can enhance the experience just makes it that much more enjoyable.
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 08, 2017, 08:34:47 am
Do you have the same problems once the flaps are in UP/AUTO?  If not, try fully retracting the flaps and see if that fixes the problem. 

Hope this helps,

Jimi
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on February 08, 2017, 10:07:17 pm
Quote
If not, try fully retracting the flaps and see if that fixes the problem.
Just a quick note on that: Bear in mind that the FLAPS switch in the cockpit is eye-candy only. To extend, or retract the flaps, you have to use the keyboard key-combination for flaps. F5 through F8, are the default keys. F5 fully retracts the flaps, F8 fully extends.
Just double checking. Hope this helps some...
Pat☺
Title: Re: New FSXBA Hornet
Post by: RagingBlue on February 09, 2017, 12:28:33 am
I use a Slider on my throttle quadrant for flaps, Flaps are always fully retracted in flight, I've tried Auto and full and still get the same results. I'm wondering if anyone else has ever had this issue? I have a previous version from FSXBA website in D variant and it doesn't do it.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on February 09, 2017, 07:12:37 am
The FCS controls the flaps. Above 270 KIAS, the flaps stay retracted, depending on the AOA. Below that, you can select Flaps Full, or Flaps HALF, but until you get slow enough, they won't fully extend. Again, the FCS controls. All you can do, is, essentially, ASK the FCS to fully or partly extend the flaps. If the conditions are right, it will, otherwise, you will be over-ridden.
It's the basic fly-by-wire principle. You tell the planes computers what you want the plane to do with the stick and rudders, and if it's safe, and physically possible, the computers will then move the control surfaces to accomplish the requested maneuver. Or as close to it as possible for the plane to do. Yes, you can stall the plane, spin the plane, over-G it, and so on, but fly-by-wire makes it more difficult to do these things, by far, and may even ameliorate (big word, huh?) such things. It also makes recovering from such maneuvers faster and easier.
SO, in any event, that's why you're seeing the behaviour from the flaps that you are. YOU don't actually control them, the FCS does, you just ask it to do something specific.
Also, please see my previous post about the flaps switch in the VC.
Hope that helps :)
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 11, 2017, 12:54:25 am
Just to piggyback off of Pat (thanks by the way), although the FCS controls the amount of flaps deployed (which is based on AOA and airspeed), the FLAP SETTING controls which control logic the FCS will use to control the aircraft.  With flaps at HALF or FULL, stick movements control the target ANGLE OF ATTACK (AOA) the aircraft is shooting for and moves the control surfaces accordingly to accomplish.  This is usually where you will notice the lag that you were referring to as aggressive back still will exceed temporarily exceed the max assigned AOA limit, and will cause the jet to enter stall recovery mode, which will momentarily cause the jet to hang at a nose high attitude while pitch trim tries to recover the aircraft.

Placing flaps in UP/AUTO changes the FCS so that stick movements control the target PITCH RATE or G, depending on which speed the aircraft is flight at (~310 KTAS).  In UP/AUTO, you should not be experiencing the issues that you've described earlier due to the change in control logic.

As mentioned before, flaps will always be in motion, and their positions are primarily based on airspeed, AOA and flap switch setting.  Even with flaps in HALF/FULL, they will still raise and lower automatically based on the conditions mentioned previously, but their max deflection allowed changes (Trailing Edge Flaps (TEF) 30 for HALF and TEF 45 for FULL).  Regardless of what flap setting is used, the jet will automatically transition to UP/AUTO (flaps & control logic) at around 240 KCAS and then back to whatever flap setting previously dictated once speed goes back below 240 KCAS.  I think 1 of 2 things might be happening if your flaps aren't automatically moving when doing aggressive maneuvers while in UP/AUTO.  1. There is a problem with your system running the FCS coding (usually you will get an "FCS Fail" on the HUD), or 2. Your flap/slider assignment, is overriding flap movement, which prohibits the transitions between modes.

I would recommend, temporarily un-assigning your flaps from the slider, and reassign to a non-axis switch or button.  Not sure if it will work, but increasing the null zone on that slider might work as well.  Jump into FSX and once airborne, make sure you have the flaps in UP/AUTO (I think the F8 key will accomplish this also) and try some aggressive maneuvering.  Let me know how it goes please...

Hope this helps.

Jimi

Title: Re: New FSXBA Hornet
Post by: PhantomTweak on February 11, 2017, 08:28:09 am
Quote
...(I think the F8 key will accomplish this also)...
Actually, the F5 key is FULL UP for flaps (by default) and F8 is FULL DOWN.

Quote
ust to piggyback off of Pat (thanks by the way),...
Glad I could help out a little bit :D

Now a question of my own, if I may: A guy over on FlightSim is using the v16.1 and loves it. He ran into a problem though. When he tries to END FLIGHT or select another aircraft (although I can't imagine why he'd want to do that!) he get's a quote runtime unquote error. He didn't post an example screeenie, however. Has anyone encountered this before, and if so, how did you fix it, if you did?
Thanks in advance for any help anyone can provide!
Pat☺
Title: Re: New FSXBA Hornet
Post by: RagingBlue on February 11, 2017, 11:17:54 pm
I took of my flaps axis from the controls menu and still having the same issue when maneuvering. I decided trying to monitor the stick in the VC and when releasing my joystick, The stick in the VC will remain slightly pulled back for a few seconds before snapping back to neutral, I never realized it before but it does the same thing when rolling the aircraft as well, I've turned up realism settings I've used two different joysticks, I've doubled and tripled my null zones to have nothing changed. I couldn't imagine what it would be about my flight sim that causes only one plane to have this issue I guess until I figure it out I'll be flying the older version D model. In any case I seriously appreciate the help, And if any possible solution comes to mind, I'd be very glad to hear it
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on February 12, 2017, 08:32:14 am
To the best of my knowledge, limited as that is, the Null Zone settings for pitch and roll should be almost full left, and Sensitivity, full right, or very close to. That's where I keep mine set. You can have the rudder Null Zone a hair or three farther right, as it's just human nature to not be able to hold your hand perfectly still in yaw as you make inputs to the other two axes. Just a note.
Remember, the FLAPS switch in the cockpit is eye-candy only. It has no effect on the plane. It moves, but doesn't do anything. Personally, I use F5-F8 to operate the Flaps. Essentially, F5 is equal to UP/AUTO, F7 is FLAPS HALF, and F8 is FLAPS FULL. I hit F7 for takeoff only, and upon acceleration above about 240KIAS, I hit F5, to make sure the Flaps are in UP/AUTO. Or, as I am coming up off the runway, I put the gear up, and hit F5 immediately. :)  For landing, at 250KIAS, slowing down, I hit F8 when I put the gear down, and let the FCS control the flap extension, as it's designed to, as the plane slows to approach speed. The rest of the time, whatever my speed, or AOA, or maneuver, I leave them in UP/AUTO. If I'm not sure, I hit F5 just to be certain.
Do you have FSUIPC Payware version? If you only use the freeware version, ignore this, but if you use the payware version, does it adjust the pitch axis input from the joystick? If so, I would set it to default, so it doesn't modify the input in any way. Be careful, the settings can seem to change on their own, sometimes, so if you have the payware version, definately check all 3 axes. Like I said, if you only use the freeware version, as I do, ignore all of this :) I trust you DO vae FSUIPC installed? The latest version? I can go check what the version number should be if you want.
When you look in the VC at the stick, and you let go of your controller, watch the checklist display on the MFD immediately in front of the stick. It has, at the very bottom left the control surface position. Does that return to 0 what ever the stick does? Is there any trim indication on the bottom right, and does IT change at all during all this, without you commanding it, anyway? You can also call up the SHFT+8 page, and on to top right area it has the control inputs the plane is receiving. You can monitor the joystick inputs and see if they match what the plane is really doing.
I am sure it's something in your controller setups, calibrations, the game settings, your FSX.cfg, something along those lines. We will find it!
Pat☺
Title: Re: New FSXBA Hornet
Post by: RagingBlue on February 15, 2017, 10:12:39 pm
I do have a free version of FSUIPC and the MFD is pretty much reading out exactly what I described, Also landing isn't the issue for me anymore with flap controls, As I realize I was letting to plane slow down to much on approach. Now its just the control surfaces sticking, which is as described, I release the stick and the Jet continues to roll or pull slightly for a few seconds before snapping back to neutral. The length of time it does so or the amount it rolls or pulls seems to differ based upon my speed. I've ruled out any problem with the flaps on this matter, if it was my joystick it would do it with every plane but it doesn't even do it with the older version of the FSXBA jet that I fly occasionally
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 16, 2017, 12:00:52 am
RagingBlue,

Just curious here, but can you download, install and fly the jet provided at the link below:

https://drive.google.com/open?id=0B3So3WwTLPRZZXVhWVJoQXJkdWs

This is one of the later prototypes that I've been working on (ver. 17.1.6) and shouldn't give you the same issues that you've mentioned before.  If you still are, I suspect it might be a controller issue on your end.  Since it's a separate jet, you shouldn't have to uninstall any other previous versions of the jet.  There is only one jet (VFA-147 Argonauts/Training) included in the file to keep the file size down.  Thanks and good luck.

-Jimi
Title: Re: New FSXBA Hornet
Post by: Azframer on February 19, 2017, 11:51:07 pm
I Have been waiting for a response to Jimi's post and still nothing. Remember I had something similar to this happen with one of the earlier jets and I put it off on my not so great computer and stopped my replies to this thread. The newest version I tried to see if it had stopped doing the pull and it did.
I can't even remember the version it was that gave me a fit but it was in step with the last NH release and it did the exact same thing. I would pull back on the stick and release and the pull would continue. I try all kinds of things to fix and no joy. It was less likely to do this with flaps full up. When it did lock up elevator after release I'd give a sharp pull and release and the pull would stop.
The newest Hornet does not do it to me nor does the (ver. 17.1.6) test plane. All is going well now.

Rick
Title: Re: New FSXBA Hornet
Post by: jimi08 on February 21, 2017, 07:05:06 pm
Copy AZ.  Thanks for the report!  We are moving in the right direction!
Title: Re: New FSXBA Hornet
Post by: RagingBlue on February 22, 2017, 02:20:06 am
Sorry it's been some time since my last reply, I haven't had much time to get into the sim and test the bird. But I was finally able to and the one that you provided Jimi is perfect, No more issues with the controls, in fact I love the way it handles. It feels a little more natural. At least from my viewpoint!
Title: Re: New FSXBA Hornet
Post by: Wolverine1621 on March 13, 2017, 07:07:17 pm
Hi! I just had a few questions about some issues I'm having with the Hornet. The addon itself is phenomenal, by the way, and I'm looking forward to flying it more! Especially if I can get a few issues smoothed out.

Firstly, I'm having an issue with the nav radio. Specifically, whenever I enter a select TCN and enter a frequency into the scratchpad, it seems to be -.01 off after actually entering it. For example, if I'm trying to tune the nav radio to 115.95, I'll press TCN and enter either 115.95 and press enter, or 106 and select Y to the right. Either one results in no VOR indication, and the nav radio tuned to 115.94, verified by switching to another aircraft and checking the frequency. The aircraft isn't unusable like this, but having to navigate with the default GPS just isn't as much fun!

Secondly, this one I'm a bit more confused about, I can't actually tell if the FCS is working properly or not. The aircraft seems to fly well enough, and the addon "shows up" in the addons tab, but if I pull up one of the info windows (shift-8 specifically), the section referring to the FCS and its features all read "OFF". Flipping the spin recovery switch on does seem to have an effect, and makes the airplane much more "squirrely" in a way, if that makes sense.

Both issues have persisted through resinstalls of FSX and the aircraft. It also should be noted that the default hornet, including the nav radio, is working fine. Hope you can help.

Lastly, what exactly is the most current version of the addon? I'm not at home to check right now, but I believe I've got 16.2. Thanks!

- Wolverine
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on March 13, 2017, 08:43:34 pm
Hiyas Woverine :)
Yes, this IS a great plane. I, personally, have never encountered the .01 frequency error, nut I've seen others that have. A workaround I've heard about is to load in the Hornet, and once it's totally set and ready, switch to another bird, the default C172 for example. Set the radio's in that for the freq you need, then switch back to the Hornet. It should be correct. I'll read up on this more. Check the HOW-TO on radios and such stickied at the top of this forum for more possible solutions.
For your FCS question: If you DO NOT get an error about the FCS on the HUD, or a green banner at the top of the screen indicating an error, when the plane first loads in, the FCS is working correctly. The "gauge" contained on the SHFT+8 page is very old and hasn't been updated in a long time, and doesn't indicate correctly. Especially concerning  the FCS info. Ignore the FCS info. All the ON/OFF indications are inaccurate, especially. You may PRESUME the FCS is working correctly, as long as the two error indications I mentioned don't show. Promise :)
As to the Spin Recovery switch: When it is turned ON, the FCS is turned OFF entirely. It's a great "reset" for the FCS, if you suspect it's allowed errors to creep in, as does happen. The plane IRL has an FCS Reset switch, but in this bird the Spin Recovery switch fulfills the same function. Just open the cover, flip the switch to ON, then back to off, and close the cover again. That's it. The FCS is now reset to all default, or starting, parameters, and will work from there. As it's name implies, however, the Spin Recovery switch is also handy for trying to recover from a spin when nothing else works. If I were you, I would read the Spin Recovery section of the NATOPS on what to do if you do manage to spin the bird. Which, incidentally, is quite difficult to do, unless you really try hard. The NATOPS may be downloaded from the net. Google F-18 NATOPS. I can post a link to a site that has the NATOPS for download for free, if you need. I read it all the time. After all, the NATOPS are the Navy's bible for the plane you're in...
The most current version is the v16.1, with a link to it in Jimi's sig. They are currently working on a v17.1.11 ATM, but it's not ready for release yet. Look back through the recent posts by Jimi for a link to it. It only has one loadout and one paint ATM, while in Beta testing. It also lacks the self-installer, so you have to do all the installation steps yourself.
Hope this helps some :)
Pat☺
Title: Re: New FSXBA Hornet
Post by: Wolverine1621 on March 13, 2017, 10:25:40 pm
That definitely helps! I was definitely wondering if the FCS info was innacurate as it seemed to be flying fine otherwise. After loading the plane in on the ground, I'll usually get a split second of "FCS FAIL" flashing on the HUD and 2 "warning"s from betty, but I assume that's just the FCS addon itself starting up.

I would really like to get the nav radio issue figured out if I can, so hopefully somebody knows what's up! Might see if I can figure out how to add the default 172 radio stack as a separate window to the aircraft for now, and might also see if 17.1 has the same issue.

Thanks!
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on March 14, 2017, 07:18:10 am
Quote
I'll usually get a split second of "FCS FAIL" flashing on the HUD and 2 "warning"s from betty, but I assume that's just the FCS addon itself starting up.
Yes, it is. Perfectly normal :)

As to the radio problem: As I say, I've seen others have it, but I never have. One possibility comes to mind, one thing that may affect it: Do you use a normal plane for your default flight? IE: the default C172, or the air-trike thingy? If not, try changing the default flight back to the original default flight. Quick, easy way is to edit the FSX.cfg.
I don't know if that will help, but it's a thought. Also, ensure the default flight isn't a cold-n-dark set-up. Again, make the default flight the original FSX default and see what happens.
Again, no idea, but one of these things MAY help...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Wolverine1621 on March 14, 2017, 12:56:39 pm
My default flight is still the FSX default as far as I'm aware. I'll double check, though!

I've checked out the stickied thread about the operation of the radios and can verify I'm doing everything according to that guide. I looked through and saw at least a couple other people who had the same issue, but there didn't really seem to be any solutions - just the few workarounds. Only other thing I can think of to try would be entering for example 115.950 instead of just 115.95? Not sure.

Hope I can get it working right!
Title: Re: New FSXBA Hornet DDI and UFCP
Post by: cobrales on March 17, 2017, 12:42:51 pm
A quick question on the DDI and UFCP.
When I go to the DDI data display I have only 0’s no data at all. The FE display is correct. The UFCP has no data but I can select tcn but I only see data on the keypad. Also my >0< landing indicator stays on all the time once I leave the ground, even when I pull up the gear. All this occurs in FSX only as FSX-SE is ok. It's like it not receiving any data from the plane. Though it might be the fa-18.dll but it's seems ok.

Les
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 17, 2017, 09:20:32 pm
Les,

I echo Pat's sentiments stated earlier in regards to your fight.  Hang in there.

In regards to the issue below.  You said that this is occurring in FSX?  Usually this is the case in the more recent versions of P3D.  If it is FSX, I would confirm that you have the fa-18.dll in the Microsoft Games/Microsoft Flight Simulator X/Gauges folder.  If not, copy and paste that file from the SE version into your FSX-box version.

Hope this helps.

Jimi
Title: Re: New FSXBA Hornet
Post by: cobrales on March 17, 2017, 11:14:42 pm
jimmi

Thanks..I love to fly. My dad was in the Navy 30 years. 42 thru 72. He was an AMCM MCPO. We were in Memphis, Barbers Point, Midway, Oak Harbor.

Not sure what happen but I replaced the fsx fa-18.dll with the fsx-se fa-18.dll. No changes. I went to my to my Xp based desktop and used the fa-18.dll from it. Fixed.

I'm assuming that 15.x is the last compatible version with windows xp. The fcs doesn't load with the 16.x version. Big red fcs failed on hud......

Les
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 18, 2017, 02:49:30 am
Les,

Probably gonna need to install the C++ Update Redist file.  It's located in the FSXBA Hornet folder that you placed in the SimObjects/Aircraft Folder.  Look for a folder called "redist update".  Run the executable located in that folder.  SHOULD already have been installed if you ran the autoinstaller for the 16.1.

Good luck and hope this helps.

-Jimi
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on March 18, 2017, 06:43:58 am
Quote
My dad was in the Navy 30 years. 42 thru 72. He was an AMCM MCPO. We were in Memphis, Barbers Point, Midway, Oak Harbor.
Our gratitude for his service. I mean that, not just an empty platitude.
See, my father was in the Navy too, but for a bit less time. He was a Flight Instructor, flying the AT-6 (tell you the time frame? Heh), got out as a LTJg. He got hammered at a change-of-command ceremony and, when the outgoing CO made his speech, at every pause, may dad went "HA!" Full dress whites, down to the sword, and there he was, leaning against a palm tree, going "HA!" every now and then. LOL!
He got transferred, quickly, to North Island, and was quietly asked to resign his commission. Well, at least UAL picked him up :D
My father-in-law was Navy, too. MCPO when he had his 25 in and retired. Boy, do we have some "interesting" discussions when we get together!
And I, well, being the black-sheep I am, I was a Marine :D
So yeah, I appreciate ALL our brothers/sisters in arms, whatever their branch (well, there IS the Air Force...  :P ), however long they served. We've all made the sacrifices, and had the same losses. And victories.
Just a quick note: When you run the Redist Update, it can APPEAR to be frozen, or locked up. Just let it run. It can take a little while. Get up, get a sandwich, or a cuppa Joe, and come back to check on it. It'll get done, never fear.
Good luck to you, sir, and let us know how things go, and whether we can be any more help :)
Pat☺
Title: Re: New FSXBA Hornet
Post by: cobrales on March 18, 2017, 10:39:53 am
Yes, gratitude to all who serve or served.

Installed redist update per your post and still get fcs fail. the hornetfcs.dll asks to be trustted but when after lading flight there is no fcs in pull downs. Remember this is an windows xp machine.i  to upgrade it to win 10. it has all my goodies in it. graphics card, memory large capacity drives.


Les
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on March 19, 2017, 06:17:20 am
Are you running FSX as Admin? You don't have FSX installed in C:\Program Files or C:\Program Files (X86) folders, do you? Is your HornetFCS.dll the one that came with the v16.1 or v17.1? I believe it should be dated 2/1/2016.
We gotta get this solved, I'm running short of new ideas here...  ;D  :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: cobrales on March 19, 2017, 09:20:50 am
Are you running FSX as Admin?
Yes
You don't have FSX installed in C:\Program Files or C:\Program Files (X86) folders, do you?
No
Is your HornetFCS.dll the one that came with the v16.1 or v17.1? I believe it should be dated 2/1/2016.
Yes
Just to clear up my problem.
Laptop with win10 runs 17.x no problem in fsx and fsx-se. Fcs loads.
Desktop with winxp runs 15.x no problem in fsx and fsx-se but 16.x nor 17.1 will not load fcs.
I have a backup of my fsx on my win10 usd drive. I ran it today on the winxp with the same result "fcs failed".
There's something just not compatible with xp.

Les
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on March 19, 2017, 08:26:39 pm
I may be way off base here, and if I am I hope someone will correct me, but maybe you can try setting the Compatibility Mode on the non-functional computer. Set it to Vista or whatever.
I don't KNOW that this will work, but maybe worth a shot?

Pat☺
Title: Re: New FSXBA Hornet
Post by: Mattieduck on March 23, 2017, 10:22:13 am
iv tried adding texture to the f-18 however the aircraft does not show up
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on March 23, 2017, 08:32:16 pm
Textures from where? Made for what plane? And which plane and version are you trying to add to? As far as I know, there aren't any add-on textures available for the v16.1.
Maybe you can post the [fltsim.X] sections for the textures you're trying to add, and at least one from the plane you are trying to add to. It may help identify where-in lieth the rub :)
Hope this helps...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Mattieduck on March 23, 2017, 08:46:55 pm
i understand there are no textures for 16.1 however im trying to add them for 15.6 there groomlakes repaint the issue is i had the textures and add the new entry to the cfg the aircraft appaers on the selection menu but once selected it doesnt show up or show up as a diffrent aircraft
Title: Re: New FSXBA Hornet
Post by: Azframer on March 23, 2017, 09:25:58 pm
i understand there are no textures for 16.1 however im trying to add them for 15.6 there groomlakes repaint the issue is i had the textures and add the new entry to the cfg the aircraft appaers on the selection menu but once selected it doesnt show up or show up as a diffrent aircraft

In the newest version of CFG did you change the line Texture= to your folder of the new texture?
Title: Re: New FSXBA Hornet
Post by: Mattieduck on March 23, 2017, 10:59:57 pm
I have I checked then double checked still won't work
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 24, 2017, 03:38:46 am
Mattieduck,

Few things here:
1.  Have you tried www.fsxblueangels.com and searched under the downloads section?  There are plenty of textures for the 16.1.

2.  I'm pretty sure the 16.1 jet is still aliased with its folder hierarchy to minimize file size, meaning that many of the jets data is stored in the "Base" folder by default.  So a few things will need to happen if you want to have newly installed textures to show up.
---1.  You will need to take your new texture folder (and all files contained within) and place it in the Base folder.
---2.  Next you will need to create another folder in the particular model of the jet (variant) that you want to the texture to appear on (Training, Air to Air, Clean, Air to Ground, etc).  My recommendation here is simply go to the particular jet you want, and copy/paste from another texture folder and give the newly copied folder the exact same NAME as the texture folder you just placed in the BASE folder.
---3.  Now, open the new folder you just copied and pasted (the one in the particular variant folder), you will need to do two things here:
------a.  You will need to open the texture config file (can be done with notepad) contained there and change the coding to properly reflect the correct texture folder.  Once done, save and close.
------b.  Also, you will need to update the jpg file in there to the show the correct jet in the menu selection list.  You can copy and past this file from the texture folder that you placed in the Base folder.
---4.  Lastly, you will need to open the aircraft.cfg file (can be done with notepad) in the variant folder that you've selected and scroll to the bottom where all of the texture entries are.  Copy and paste the last texture entry in there, change the sequence number of the
Code: [Select]
[fltsim.n] entry to reflect the next number in sequence.  Under your new entry, make sure to change the "texture" entry to the same name as the new texture folder you created earlier.  For example, if your new texture folder was named
Code: [Select]
Texture.Badbug, then it will look like
Code: [Select]
texture=Badbug in your aircraft config file.  Change the title, atc_id, and ui_variation entries to accurately reflect the name of the jet.  I strongly encourage leaving everything else as is.  After all is said and done, save and close.

If this helps, the hierarchy looks like this:
Aircraft Menu > Aircraft (Variant) Folder (FSXBA FA-18C Hornet 16.1 Variant) > Aircraft Config > Aircraft Config /Fltsim.n Texture> Variant Texture Folder (Texture.x) > Variant Texture Folder/Texture Config > Aircraft (Base) Folder (FSXBA FA-18C Hornet 16.1 Base) > Base Texture Folder (Texture.x)

So basically the variant folder will initially look in the texture folder and files within its own folder.  Once it gets there, it realizes that there are no files, but instead instructions that tell it to go look for the texture files in the Base Folder instead.  Once it gets to the base folder, it finds the folder and files it needs and presents the textures that you've installed.

Clear as mud?

Hope this helps.

-Jimi
Title: Re: New FSXBA Hornet
Post by: Corvette99 on March 26, 2017, 05:49:53 pm
I was looking for the really old textures pack for the Legacy , found a link , but inactive. In particular looking for the VX-31 textures for 5210 & 5212 .  Anybody still have those somewhere ? Thanks in advance ! Hope someone can help me out !
Title: Re: New FSXBA Hornet
Post by: Azframer on March 28, 2017, 01:33:16 am
I was looking for the really old textures pack for the Legacy , found a link , but inactive. In particular looking for the VX-31 textures for 5210 & 5212 .  Anybody still have those somewhere ? Thanks in advance ! Hope someone can help me out !
The only ones for those planes was made for the Capt Sims version in the New Hornet thread of Peters that I am aware of.

Edit=
http://www.fsdreamteam.com/forum/index.php/topic,10839.0.html
Title: Re: New FSXBA Hornet
Post by: cobrales on March 28, 2017, 04:27:48 am
Thanks to Pat and Jimi I got my FSXBA Hornet sorted out but I still felt it was a little unsteady. So I decided to pull out my old x45 controller and see it was any calmer. It wasn't any better. I looked at how I had things plugged in to my computer. I was plugging my stick into a 6 port USB hub. Plugged the stick directly into my computer USB port and behold stability was back. Amazing how good all my planes fly now. Even making some decent passes at Coupeville vLSO and RFN. I'm guessing to much lag in that 20 year old hub.

Les
Title: Re: New FSXBA Hornet
Post by: Mattieduck on March 28, 2017, 09:10:34 am

thanks for the help i have them installed just some minor issue however

1.textures showing up darker then they should

2. i have a fcs warining when flying 16.1
Title: Re: New FSXBA Hornet
Post by: jimi08 on March 28, 2017, 07:47:25 pm
Mattie,

Make sure you aren't missing any needed files that are normally located in your primary TEXTURE folder (folder is just titled "Texture").  That should fix shading issues.

As for the FCS warning on the 16.1, not sure if you used the auto-installer or not, but the warning most likely means that you have not successfully installed the C++redist update files that are needed for the FCS to function properly.  Usually the auto-installer automatically runs the executable for you during installation of the jet.  But the needed file can also be downloaded at https://www.microsoft.com/en-us/download/details.aspx?id=48145 (https://www.microsoft.com/en-us/download/details.aspx?id=48145).  Make sure you download the x86 variant.

Hope this helps.

-Jimi
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on March 28, 2017, 09:30:44 pm
Be aware, the installer for the C++ redist file can sometimes SEEM to lock up, or freeze, during installation. Just let it run. It can take a while, sometimes.
Again, just let it run until it finishes. It's not locked, I promise (for what that's worth :D )
Pat☺
Title: Re: New FSXBA Hornet
Post by: cobrales on March 31, 2017, 11:36:23 pm
Gentleman
 
On my Xp computer I still get FCS failed when I use the 16.1 Hornet. It seems to fly pretty good but I have that big red FCS FAILED on my hud. Is there a way to edit a file to remove this. Yah I know I'm the the guy who pulls the bulb out of the check engine light because it bothers him.

Les
Title: Re: New FSXBA Hornet
Post by: jimi08 on April 01, 2017, 05:48:41 am
Gentleman
 
On my Xp computer I still get FCS failed when I use the 16.1 Hornet. It seems to fly pretty good but I have that big red FCS FAILED on my hud. Is there a way to edit a file to remove this. Yah I know I'm the the guy who pulls the bulb out of the check engine light because it bothers him.

Les

Les,

Although the jet flies OK without it, I would highly recommend trying to get the gauge to work.  I controls a lot in reference to the flight controls.

For the FCS warning on the 16.1, not sure if you used the auto-installer or not, but the warning most likely means that you have not successfully installed the C++redist update files that are needed for the FCS to function properly.  Usually the auto-installer automatically runs the executable for you during installation of the jet.  But the needed file can also be downloaded at https://www.microsoft.com/en-us/download/details.aspx?id=48145.  Make sure you download the x86 variant.

You would have to modify the HUD.cfg file if you wanted to take out the warning on the HUD.

Hope this helps.

Jimi

Hope this helps.

-Jimi
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on April 01, 2017, 07:36:42 am
And remember, when you run the C++ Redist installer, to Run As Administrator. You may be encountering UAC issues. Make sure you UAC is disabled for at least this step to get the installation correct. I turned mine off and left it that way. And Run As Admin always when installing anything. Windows sometimes has personal problems with things being intalled, ESPECIALLY into the C:\program Files or C:|Program Files(X86) folders. Even with UAC turned off. It isn't always as "off" as you think it is.
Good luck! We'll get this figgered out yet, you wait and see! :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: cobrales on April 01, 2017, 10:27:28 am
Thanks guys......
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on April 12, 2017, 07:18:51 am
My turn for a question, if I may be so bold:
An individual I met on another forum is enjoying this plane, the v16.1, immensely, as most seem to. He has a question, though, but is having trouble posting it here due to trouble registering. He says when he shuts the engines down after a flight, the engine smoke effect remains on. He uses the CTRL+SHFT+F1 method of shutting down.
Is there something he, and I for that matter since I'm trying to help him out, should check/look for/look at/do? Mine shuts down and the smoke effect goes away on my system, so it's hard for me to see his problem, or what to do about it.
Thanks in advance for any help anyone can provide :)
Pat☺
Title: Re: New FSXBA Hornet
Post by: Azframer on April 12, 2017, 08:47:45 am
I would ask him if he starts a flight with engines not running and does not have the smoke effect then it would be how his computer handles it more than it would be the plane itself. I think it is more about available resources and his computer adjusting to the change of engines not running and stopping the effect.
I  hope that makes sense.

Rick
Title: Re: New FSXBA Hornet
Post by: jimi08 on April 12, 2017, 07:44:58 pm
Az/Pat,

Did you friend install the aircraft via the auto-installer or manually?  My first hunch is that all of the effects for the aircraft might not have installed correctly.  Please ask him to verify that all of the effects were installed in the right location.

-Jimi
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on April 12, 2017, 08:39:36 pm
Thanks guys for the quick responses!

Quote
My first hunch is that all of the effects for the aircraft might not have installed correctly.

That was my first guess too. As soon as I can get a hold of him again I'll ask. His PM cache is full so I can't send him any messages atm, but I will :)

Thanks again, all! I'll let you know as soon as do what's going on...
Pat☺
Title: Re: New FSXBA Hornet
Post by: RagingBlue on May 03, 2017, 04:09:09 pm
Back again with another question for Jimi! Any timeline of when you will release the full version of the plane you let me try out? I absolutely loved the way it handled!

Thanks again!
Title: Re: New FSXBA Hornet
Post by: jimi08 on May 04, 2017, 01:21:32 am
Blue,

Soon!  Thanks to the help of a few great people, we've been able to make some great strides in the project to include the following:
-Updated and corrected FCS to allow better flight handling (similar to the last one I provided you)

-Finally able to get the Payload Manager to work for both TACPACK and Non-TACPACK users!  You can now customize the way you want to load up your jet in regards to bombs missiles and rockets!  Keep in mind though that you will still need TACPACK to actually fire/drop ordnance from the aircraft.  Same goes for weight and drag values. 
This is good because it will:
     -Significantly reduce the amount of variants that will be needed for installation and thus quicken the selection process when selecting the aircraft from the aircraft menu.
     -Decrease the overall file size.
     -Make actions such as adding new textures to the aircraft easier, since you would only have to complete the action once instead of for each variant.

-Fixed a couple of issues such as:
     -Wing fold issue where only one wing would fold.
     -Pilot head issue where the pilot's head would be rotated 90 degs to the left and seen through the helmet.
     -UA/PA FCS issues where controllability was degraded when transitioning between PA to UA.

-Few things we are still working on before next public release:
     -Re-integrate TACPACK functionality.  I have to adjust some of the coding due to the new Payload Manager structure.
     -Updated aircraft manual.

With all things said, shooting for a June release.

Thanks for the inquiry!

-Jimi
Title: Re: New FSXBA Hornet
Post by: RagingBlue on May 05, 2017, 12:48:06 am
Fantastic, I love all the work you and however many others have put into the planes so far
Title: Re: New FSXBA Hornet
Post by: marte21 on May 06, 2017, 01:49:55 pm
Jimi, have you been able to solve the boresight only problem for AIM120?

Thank you!
Title: Re: New FSXBA Hornet
Post by: jimi08 on May 06, 2017, 10:45:25 pm
Jimi, have you been able to solve the boresight only problem for AIM120?

No, not as of this time.
Title: Re: New FSXBA Hornet
Post by: Azframer on May 13, 2017, 06:56:36 pm
Jimi I ran across the FA-18C_FSXBA_BA_17.1.20_Test and downloaded and did some flying with it and I love it. High-speed low-speed low altitude high altitude was great all over. I like it more than I did the last test plane, it is harder to get above the speed of sound though. 8 Aim 120's and 2 sidewinders, I thought I had seen you say loadout's don't matter in performance, so I wonder why the struggle to get that speed?

Rick
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on May 13, 2017, 08:23:52 pm
Hi Rick!
Hope things are well with you :)

As to the plane going above Mach: Actually, the different loadouts DO have different drag indices, and weights in the correct positions. So yeah, a bird with that missile load would have more trouble getting above Mach, than say a Training loadout, or a clean one, all else being equal.

Does that help?
Pat☺
Title: Re: New FSXBA Hornet
Post by: Johan on May 14, 2017, 01:45:56 am
Hi Pat,

I know it is still a beta version, but do you have the link to download the latest version 17.1.20? It looks like Jimi's site is still there to load version 16 which I have been enjoying immensely.
Thank you for all the work of Jimi's team.

Johan
Title: Re: New FSXBA Hornet
Post by: ctec1 on June 20, 2017, 12:38:18 pm
Gentleman,

Quick question regarding the FSXBA Hornet and P3DV4. I've tried using the Hornet in P3dV4 but to no avail. I'm getting a FCS FAIL error across the HUD and no MFD's display. I know that the FSXBA hornet requires the original fsx FA-18.dll file to operate. I have installed it but still no luck. I'm no programmer but my guess is that dll is 32 bit. So my question is, if it is 32 bit can it be recompiled to 64 bit without the original source code?  Better yet, is there any hope of seeing the FSXBA Hornet in P3DV4?

Paddles mentioned on his blog that he thought getting vLSO working in P3DV4 was doable but would take some work. Would be a shame to have vLSO without the Hornet.

I'll sit back and hope for some good news from you guys. \
Thanks
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on June 20, 2017, 08:30:07 pm
I am anything but a programmer, especially .dll's. I have no idea how difficult it would be to recompile the Hornet_FCS.dll for 64 bit, or if it's even necessary.
A suggestion, though, if I may be so bold: The Hornet_FCS.dll included in the v16.1 package is a relatively new one, updated by Orion. Try installing it into the correct location, instead of the older, "original" Hornet_FCS.dll from when FSX Acceleration first came out. As far as I know, the auto-installer will install the newer version into the correct location for you. If not, you can point the auto-installer to an empty "Temp" folder, let it install everything, then place the .dll manually.
Also, something I always double check on: The auto-installer will install the correct  Microsoft C++ Redistributable 2015, if you let it, and you absolutely must. It does this after it's installed the rest of the plane. Sometimes, the installer for the Redistributable can take a while. It can appear to be frozen, or locked up. It is NOT. Just let it run. it can take up to 15 minutes or longer. Just let it go until it's finished.
This is required to get the HUD and FCS to function at all, let alone correctly, as much as the .dll is.

Honestly, Orion is the "expert" at all things programming. I'm sure he will ring in eventually on all this. Just give him time :D
Hope this all helps a little...
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on June 21, 2017, 03:22:43 am
Ctec1,

Yes, there are a few issues here in regards to P3Dv4 and FS World since they both have been coded for 64bit.  One dealing with the FCS coding (Hornet_FCS.dll), and the other dealing with FSDreamTeam's coding (FA-18.dll) that comes with the Acceleration Hornet.

The Hornet_FCS.dll is what is used by the FSXBA Hornet to control the jet's control surfaces to the specifications that we've programmed, while the FA-18.dll provides avionic functionality to our jet.

Updating/recompiling the Hornet_FCS.dll to 64 bit is doable.  Trying to work with ORION to get that accomplished. 

As for the FA-18.dll, that's a whole different and frustrating beast altogether.  My attempts to get anything done with the file in recent history, has resulted in a constant ping-pong game between FSDreamTeam (the company that created the original gauge), Microsoft (the company that bought the code) and Dovetail (the company that brought the rights from Microsoft to redistribute the code).  As it sits, no one seems to want to play ball on releasing, updating or recompiling the dll for 64 bit (as far as I know).  The only other option for avionics is to redo the avionics for the jet ourselves, and due to the limited amount of experience of those currently working on the jet, this might take some time.  Especially considered that they are doing it for free.

Speaking of which, if any of your know anyone that is available to doing some avionics coding, please send them our way.  Definitely could use some help in this area!

Well there you have it, not really any good news, but its news none-the-less.

-Jimi
Title: Re: New FSXBA Hornet
Post by: virtuali on June 21, 2017, 11:47:36 am
My attempts to get anything done with the file in recent history, has resulted in a constant ping-pong game between FSDreamTeam (the company that created the original gauge), Microsoft (the company that bought the code) and Dovetail (the company that brought the rights from Microsoft to redistribute the code). 

Please exclude us from the "ping-pong".

We never had any rights to the F/A-18 source code, because we did a work-for-hire for Microsoft so, they always had the rights to it from day one. Which means, is totally useless keep asking for the code to be released here, because we are not in any position to do so.

So, Microsoft surely has the rights to the F/A-18 source code. We cannot possibly know if Dovetail has the same rights because, while they surely have the rights to sell the *binary* code (since the F/A-18 is included with FSX:SE), we don't know if they have the rights to the *source* code, considering it's not included in Flight Sim World.

And, we don't even know if the only other company which has bought the rights to the FSX source code, which is Lockheed Martin, could have the rights for the F/A-18 as well, but decided not to include it in P3D, because the real plane is made by their competitor, MD/Boeing. Well, at least in this case, I might try to ask them, but of course they would have no obligations to reply or disclose details of the contract with Microsoft.
Title: Re: New FSXBA Hornet
Post by: ctec1 on June 21, 2017, 12:59:31 pm
Gentleman,

Thanks for the responses. I had a pretty good idea of what the answers would be. I guess I'll just keep my P3DV3 install intact just for the Hornet. Regardless of whatever happens in the future, I just got to say "Thanks" to all involved for the work you've done. The Hornet paired with vLSO , AICarriers and the Nimitz has been a blast. ;D
Title: Re: New FSXBA Hornet
Post by: jimi08 on June 22, 2017, 02:05:37 am
Ctec1,

Copy all and thanks.

--->Break<---

Virtuali,

Copy all on the work for hire message Virtuali.  The "Ping-Pong" reference was more of a descriptor of my going "back and forth" between the three entities trying to get some results.  My inquiry initially started with your guys, who recommended I contact Dovetail and/or Microsoft.  I've contacted Microsoft with no response.  I contacted Dovetail who has sent me back to Microsoft.

Below was the last message from Dovetail:
"Thanks for your email. I have spoken to my colleagues and I understand that our agreement with Microsoft to distribute Microsoft Flight Simulator X: Steam Edition does not allow us to share source code, which is still retained by Microsoft. "

... so yes, it has been sort of a Ping-Pong for me...

I do remember SLUDGE posting on here a while back when working the HUD issue, saying that he received permission from Microsoft with the go-ahead to update and make changes.  Does this not suffice?  If not, what will you require from Microsoft in order to "re-open Pandora's box"?

What did you guys have to do in order to get permission to sell the Ground Radar add-on for the bird?  Maybe we can leverage some of the same processes.

If you have a good Microsoft POC that I can use to help resolve this issue, that would be great!  I have no issue running the leg work for this....just need to be pointed in a good direction.

Jimi
Title: Re: New FSXBA Hornet
Post by: virtuali on June 22, 2017, 11:07:58 am
I do remember SLUDGE posting on here a while back when working the HUD issue, saying that he received permission from Microsoft with the go-ahead to update and make changes.  Does this not suffice?  If not, what will you require from Microsoft in order to "re-open Pandora's box"?

Someone saying he has received permission from Microsoft, is very different than Microsoft sending a written confirmation to me, that I will also have the right to distribute the source code and doesn't say anything under which conditions this would happen.

Quote
What did you guys have to do in order to get permission to sell the Ground Radar add-on for the bird? 

We haven't distributed or changed any Microsoft code, the F-18.GAU is still the original one and no files of the airplane are modified by that addon.
Title: Re: New FSXBA Hornet
Post by: Corvette99 on June 25, 2017, 05:43:44 am
Any chance anybody is updating the MFDs for P3D v4 ? The plane flys great but the panel is not !  :'(
Title: Re: New FSXBA Hornet
Post by: jimi08 on June 25, 2017, 07:45:02 am
Corvette,

We are.  Slow and painful process... No completion date in sight.
Title: Re: New FSXBA Hornet
Post by: Corvette99 on June 25, 2017, 04:00:41 pm
Corvette,

We are.  Slow and painful process... No completion date in sight.

Thanks Jimi ! My favorite jet !
Title: Re: New FSXBA Hornet
Post by: Razgriz on June 26, 2017, 09:57:16 pm
Corvette,

We are.  Slow and painful process... No completion date in sight.

Any chance of releasing the 64 bit FCS dll in the meantime?  I'm using the 17.1 Hornet and I've been flying it (i disabled the FCS Fail message on the HUD).  I don't mind the MFDs being blank, but it would be nice to have the FCS working again.  Thanks either way!
Title: Re: New FSXBA Hornet
Post by: jimi08 on June 28, 2017, 11:14:15 pm
Raz,

http://www.fsdreamteam.com/forum/index.php/topic,6944.msg114947.html#msg114947
Title: Re: New FSXBA Hornet
Post by: jimi08 on June 29, 2017, 04:13:09 am
Corvette,

We are.  Slow and painful process... No completion date in sight.

Thanks Jimi ! My favorite jet !

Appreciate the good words Corvette!
Title: Re: New FSXBA Hornet
Post by: Kappachino1911 on July 11, 2017, 08:18:35 pm
Afternoon gents,

Looked around as much as I could but couldn't find anything exactly like the error I'm getting when I launch P3D and select this fine aircraft.  I see the dsd_fsx_xml_sound.gau located in the base F-18 panel folder but not sure how to make the error go away or point the cfg to here.  This is what the panel.cfg says

//SOUND   
gauge19=dsd_fsx_xml_sound!Sound,  2,2,2,2, \Sound\Sound.ini
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on July 11, 2017, 08:49:42 pm
Well, first, is there in fact a Sound.ini in your P3d\Sound folder? Secondly, is it needed? I don't have a \sound\sound.ini, and mine works fine. Do you have a \Sound folder, with a sound.ini file inside it, in the base model's \Panel folder? Thus: \Panel\Sound\Sound.ini . I have never gotten the error you're showing, but it may be P3D is a little more quirky. If the .ini file I just showed exists, have you tried placing it in you P3D\Sound folder, and seeing if the error goes away?

Let us know how it works out!
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 11, 2017, 10:48:30 pm
Kappachino,

Not super familiar with P3D so this might not work, but try going to your Panel folder, copying the dsd_fsx_xml_sound.gau file and pasting it in your primary gauges folder (e.g. Lockheed Martin\Prepar3Dv3\Gauges).  Reload the sim and see if that works.
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 11, 2017, 11:17:28 pm
All,

I know I said a couple of months ago, that I was pushing for a June release of an updated version of the jet, and here we are....almost mid-July.  Please know that we are still diligently working on the jet and have made A LOT of progress.  I'm thinking many will be very pleased with the results.

What's the hold up?
-BLUF: We are working/redoing Avionics.
--We've decided to start the process of recoding all of the avionics on the jet for a few reasons. 
1.  Since the current avionics where borrowed from the Acceleration F/A-18 Hornet, and they were compiled using C++ in 32 bit, there is no chance that they will be able to work in the new releases of FSX based sims, such as P3Dv4 and Flight Sim World.  They would need to be recompiled and released in 64 bit, and I personally don't see that happening anytime soon...
2.  Since we've made the jet functional in TACPACK, we eventually wanted to start integrating avionics, such a functional Stores Management System (SMS) into the aircraft.
3.  We are redoing the avionics in XML vs. C++, although C++ is a little easier on the computer, XML gives us the freedom to make the changes we want to make for the project.

Some of the bigger things you can expect with the upcoming release as compared to the 16.1 version:
1.  Integrated Payload Manager.  No more multiple variants of the aircraft to have to select from.  Only 2 versions now, the Fleet version and the Blue Angel one.  The fleet one comes with a payload manager that allows you to select from a myriad of ordnance to load on the aircraft.  The manager works in both TACPACK and Non-TACPACK aircraft, but you will need TACPACK to fire, drop or shoot ordnance.
2.  3D Model Improvements.  Weapons and stores can now be seen from inside and outside of the jet.  Refueling Probe, Tail Hook, and Wing fold can now be seen in multiplayer.
3.  Improved Flight Control System (FCS).  FCS refined and updated for better handling and for better transition between control modes.  FCS also recoded to work with P3Dv4 (64-bit).
4.  Updated Avionics.  As mentioned previously, upgraded avionics that will be compatible with newer releases of P3D and FSW.  New DDI displays include the Stores Management System (SMS), and Flight Control System (FCS) pages.
5.  Over 50 paints/textures included.

That's it for now, but we are making some good progress on the project every day.  I'm really looking forward to releasing this bird soon!

Jimi

Title: Re: New FSXBA Hornet
Post by: Kappachino1911 on July 12, 2017, 12:05:58 am
Well, first, is there in fact a Sound.ini in your P3d\Sound folder? Secondly, is it needed? I don't have a \sound\sound.ini, and mine works fine. Do you have a \Sound folder, with a sound.ini file inside it, in the base model's \Panel folder? Thus: \Panel\Sound\Sound.ini . I have never gotten the error you're showing, but it may be P3D is a little more quirky. If the .ini file I just showed exists, have you tried placing it in you P3D\Sound folder, and seeing if the error goes away?

Let us know how it works out!
Pat☺

There isn't a sound.ini in the P3D\Sound folder but I do see one in FA-18C_FSXBA2016 16.1 Base\Panel.Fleet\Sound.  I really don't think the file is needed honestly, but then again I'm not sure if there are sounds or gauges associated with it that may not be working yet.  If anything I was trying to resolve the error from popping every time I select the FSXBA F-18.

Kappachino,

Not super familiar with P3D so this might not work, but try going to your Panel folder, copying the dsd_fsx_xml_sound.gau file and pasting it in your primary gauges folder (e.g. Lockheed Martin\Prepar3Dv3\Gauges).  Reload the sim and see if that works.

Jimi,
I went to do just that but that file was already in the main gauges folder...pretty weird.  Not sure what config file it couldn't find that is associated to that .gau file.
Title: Re: New FSXBA Hornet
Post by: JesterBoy on July 12, 2017, 09:35:18 am
(https://s1.postimg.org/ukxofubpr/Hornet1.png)
(https://s13.postimg.org/9h0p5nt6v/BANose.png)
Title: Re: New FSXBA Hornet
Post by: cobrales on July 12, 2017, 09:50:42 am
Looking forward to the next release.............


Les
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 14, 2017, 05:11:02 am
Nice looking jet Jester.
Title: Re: New FSXBA Hornet
Post by: Razgriz on July 15, 2017, 03:48:38 pm
Definitely looking forward to the new release as well, easily my favorite jet to fly.  As always, fantastic work jimi!
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on July 15, 2017, 08:36:57 pm
A big +1 from me on that!
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on July 17, 2017, 01:42:18 am
Thanks Gents!
Title: Re: New FSXBA Hornet
Post by: pngflyer on July 23, 2017, 09:14:42 am
Hi guys,

I'm new on the forum but not to the FSXBA Hornet, which I really enjoy.

After having the Hornet running (various versions) in FSX for some time now, I've moved over to P3D v3.  Just wondering if the FSXBA Hornet will function correctly in P3D v3?  If so, could someone give me some basic pointers to get her up and running?  I do have a current version running in FSX if I need any files from there...

Or should I just wait for the new version?

Thanks for your time, and for the Hornet.  Your version one of my top 3 ac for flightsim.

pngflyer
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on July 23, 2017, 08:33:04 pm
As long as you use the installation program, I don't think there's anything you need, but I may be wrong. Just to be safe, I would copy the file FA-18.dll over from your FSX\Gauges folder to your P3D\Gauges folder.
I do know that to get vLSO working you need to copy the entire folder set Missions over, and if you want AICarriers.NET to work, you want to install it inside your P3D folder.

Other than all that...
Pat☺
Title: Re: New FSXBA Hornet
Post by: pngflyer on July 25, 2017, 11:29:34 am
Thanks for your help Pat.  I'll give it a try.

pngflyer
Title: Re: New FSXBA Hornet
Post by: Jymp on July 26, 2017, 02:16:44 am
Using the FSXBA Hornet and Javier's carriers, is there any online carrier landing practice with anyone here ?
Title: Re: New FSXBA Hornet
Post by: Azframer on July 26, 2017, 07:19:32 pm
Using the FSXBA Hornet and Javier's carriers, is there any online carrier landing practice with anyone here ?
I spawned a carrier a few times. Mostly kids were flying that night I guess and no one was on Team Speak either. I made a few landings and no one noticed the carrier and joined me.
If I fly online it is usually after midnight Arizona time due to my internet data usage. Data does not go against my allotted block.

Rick
Title: Re: New FSXBA Hornet
Post by: Jymp on July 27, 2017, 12:40:38 am
Well, seemed like a fun idea with some guys from around this particular forum
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on July 27, 2017, 07:28:57 am
Quote
If I fly online it is usually after midnight Arizona time due to my internet data usage.
Well, Azframer, I'm in Oregon, so I'm on the same time you are half the year :D
I lived in Az for almost 30 years. Hated every minute of it too. But I really did like not having Daylight Savings. I did have to adjust my TV schedule every 6 months. Gee, what a trial   ::)

Problem is, I never, ever, play online. It's a PTSD thing. I just don't get along well sometimes. My lovely wife can usually keep me under control, buuutt...

Sorry, just the way things are.
Pat☺
Title: Re: New FSXBA Hornet
Post by: Dman on August 12, 2017, 09:50:53 pm
im starting to see the newer version of the legacy on Facebook now.. is there a timeline on when we can get our hands on her???
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 13, 2017, 12:18:08 am
Dman,

Hopefully soon.  I was trying by best to get an updated version out soon with all of the avionics redone so that it can be compatible with P3D v4, but it looks like we've run into a few snags.  I'm working on pushing out an interim version for now until we get things ironed out with the rest of the project.

Thanks for the inquiry!

Jimi
Title: Re: New FSXBA Hornet
Post by: Dman on August 13, 2017, 05:45:30 am
Thank you Jimi.. Thank you for everything you do for us!!!
looking forward to it..
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 13, 2017, 11:36:33 am
Dman,

Thanks for the good words.  I'll pass them along.  Definitely a TEAM effort.  I've been blessed to be able to work along side some very talented individuals during the scope of this project!
Title: Re: New FSXBA Hornet
Post by: Dman on August 13, 2017, 04:16:40 pm
one more question.. with the latest release of the Legacy.. I'm having difficulty releasing the weapons.. SHIFT/CTRL/ 1-9 doesn't seem to work. Master arm is ON and A/G mode is selected.. I see the GBU12 on the stores page but it wont select. Tackpack is installed, and the VRS super hornet runs and fires as it should.. I could find documents on the weapons with the 17.1.26

thanks again
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 14, 2017, 07:44:39 am
DMan,

I've been doing some work on the .26.  I'll look into it and try to provide a fix soon.  Thanks.

Jimi
Title: Re: New FSXBA Hornet
Post by: IRONDAN on August 15, 2017, 09:48:24 pm
Can someone send me the fsx Hornet dll file. can't find my fsx dvds.

Thanks
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 16, 2017, 07:55:39 am
I'm pretty sure that if your FSX installed correctly, the HornetFCS.dll should be in the \FSX\Gauges folder. You might look there.
The v16.1 Hornet has an updated HornetFCS.dll file included, IIRC. Should be in the Panel.fleet and/or the panel.BA folder, subfolders of the Base folder. One or both, I think (although very rarely).
I have been wrong before, though. I KNOW the v16.1 has a new HornetFCS.dll, but I can't swear to the rest.
Pat☺
Title: Re: New FSXBA Hornet
Post by: JesterBoy on August 18, 2017, 09:50:04 am
(https://s28.postimg.org/fp73nmagt/Blue_Angels.png)
Title: Re: New FSXBA Hornet
Post by: IRONDAN on August 18, 2017, 03:59:49 pm
If someone can send me the Hornet DLL files (mfds) on a private messageit would be really appreciated. I gace my fsx copy to my bro and he is at the other end of the world with no connection : )
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 19, 2017, 02:59:24 am
IRONDAN,

Would if I could, but seeing that that gauge is property of Microsoft, I can't.  I DO know that that gauge is also included in the Steam Edition of FSX.  Might want to purchase and grab it from there if no one is willing to help you out.

Hope this helps

Jimi
Title: Re: New FSXBA Hornet
Post by: IRONDAN on August 19, 2017, 02:36:40 pm
IRONDAN,

Would if I could, but seeing that that gauge is property of Microsoft, I can't.  I DO know that that gauge is also included in the Steam Edition of FSX.  Might want to purchase and grab it from there if no one is willing to help you out.

Hope this helps

Jimi

Thanks brother, that's what I thought too. Btw my bro flew the CF-18 back in the days and he thinks you did a great job with this one. Keep on the good work.
Title: Re: New FSXBA Hornet
Post by: Panic on August 21, 2017, 02:15:59 am
Is anyone else having the issue where when you press on a store on the SMS page, instead of it outlining that store, the DDI screen is just going black? Been trying to fix this all day but for some reason can't find the code that will fix it.
Title: Re: New FSXBA Hornet
Post by: Dman on August 21, 2017, 03:15:14 am
Yes... same here...
Title: Re: New FSXBA Hornet
Post by: Panic on August 21, 2017, 05:32:39 am
I found that is has something to do with one of the xml files, when you click it doesn't have a texture to change to, currently work on it.
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 21, 2017, 09:38:43 am
IRONDAN,
-Thanks for the good words bro!

PANIC and DMAN,
-You are correct, I am still working on the SMS and fire control systems at the moment.  Once I get something stable, I will release the next interim update.  Thanks for your patience.

Jimi
Title: Re: New FSXBA Hornet
Post by: Panic on August 21, 2017, 09:02:37 pm
Awesome, Eagerly and patiently waiting for it!!


Panic
Steam id: Cloudraker
Title: Re: New FSXBA Hornet
Post by: Azframer on August 27, 2017, 04:19:02 am
IRONDAN,

Would if I could, but seeing that that gauge is property of Microsoft, I can't.  I DO know that that gauge is also included in the Steam Edition of FSX.  Might want to purchase and grab it from there if no one is willing to help you out.

Hope this helps

Jimi

Thanks brother, that's what I thought too. Btw my bro flew the CF-18 back in the days and he thinks you did a great job with this one. Keep on the good work.
There is a repair floating around that will restore gauges to default FSX planes you might want to give it a shot. I have it downloaded and will have to upload it. But I might find the file name and do a search for it and drop the link once I find it. I spaced it out when I first saw your post the other day.

Rick
Link here:
http://www.rikoooo.com/downloads/viewdownload/8/256
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 27, 2017, 04:34:04 am
Gents,

I know it's been a while, but THE TIME IS HERE!  

Updated Link to FSXBA F/A-18C Hornet ver. 17.31 link (as of 5 SEP 2017):
https://drive.google.com/open?id=0B3So3WwTLPRZcHVKUVczdm53Z1k

Latest of the project:

(http://i.imgur.com/mxeG2dYl.png)

(http://i.imgur.com/vkTo9XYl.png)

(http://i.imgur.com/rHFdzGcl.png)



A BUNCH OF CHANGES since the 16.1 release!  Changes include, but certainly not limited to:

1. FCS & Flight Characteristics: Thanks goes out to ORION and ROY HOLMES for their help here!

--UA & PA Mode Blending: In the previous model, there was a notching or jerking that would occur when flight control logic was transitioning from Powered Approach to Up and Away, or vice versa.  This has since been remedied thanks to ORION.  The system now smoothly transitions from one mode to the other.  If flaps and gear are lowered at approximately the same time, the system will automatically trim the jet to 8.1 once airspeed is within 30 KIAS of calculated landing speed.  Once automatically set to 8.1, the pilot is free to reset the trim as he/she sees fit.  If gear and flaps are lowered at different times, the autotrim to 8.1 will not occur and the pilot is free to set the trim as he/she sees fit.  AUTO FLAP operation has been tweaked to better account for variances in the aircraft's speed.

(http://i.imgur.com/HCoHUFUl.png)


--Available for P3Dv4: In addition to the aforementioned, ORION has recompiled the FCS.dll to work for P3Dv4 as well!  Unfortunately, avionics still do not work.  Recoding avionics in currently in progress...


--Engine Performance Update: Working with ROY HOLMES, we were able to more accurately reflect engine performance at both low altitude (sea level) and at high altitude (36,000 ft)




2. 3D MODEL: Because of the great work and contributions of CORRADO and KEA, we have made some long awaited and significant strides in the project regarding both the 3D model of the jet and TACPACK integration.  Because of their work, we were able to accomplish the following...

(http://i.imgur.com/FRXFVjql.png)

(http://i.imgur.com/vM1xza5l.png)


--Payload Configurator: A payload configurator is now available for the jet!  Although it works jets (except for the Blue Angel variants) with or without TACPACK, you will need TACPACK in order to release the missiles, bombs or rockets.  The configurator is accessible by pressing Shift+7.  You will need to click the "GUNS ONLY" option in order to show the pylons, then you can simply click on which stores you want on the jet.  Although stores weight hasn't been adjusted for non TACPACKed aircraft, drag is.  You should notice that more power is required to fly equivalent airspeeds depending on what you have attached to the jet.

(http://i.imgur.com/eM4m5CJl.png)


--Weapons Viewable From Inside Cockpit: In addition to seeing ordnance from the exterior, you can now see the ordnance from inside the cockpit as well!

(http://i.imgur.com/HlQSeIOl.png)


--Viewable In Multiplayer: Tail hook, Wing fold and Refueling Probe from other FSXBA F/A-18C Hornets are all now visible in multiplayer.

(http://i.imgur.com/4sOArdpl.png)


--Blue Angels Gloss Textures: High gloss textures have been implemented on the Blue Angels variants of the jet thanks to CORRADO.

(http://i.imgur.com/E88BLPol.png)


--Flaps Switch: Flap switch has been fixed and is now functional.




3. AVIONICS: We are currently starting the lengthy and painful process of transitioning the avionics of the aircraft from those used on the Acceleration F/A-18.  This is mainly due to the incompatibility of the existing avionics with newer versions of P3D and Flight Sim World and the increasing functionality of the jet that needs to be integrated into the jet's avionics.


--SMS Page: A new SMS page has been upgraded, so that players can now see what stores they have loaded on the aircraft, in addition to having the ability to select and arm the ordnance that they would like to employ for those who have TACPACK installed.  This now page is available by pressing the "MENU" button at the bottom of the Left or Right DDI, then pressing the button next to "SMS".


--FCS Page: A new SMS page has also been added as well.  It reflects the basic FCS readouts for the flight control surfaces.  It can be accessed by pressing the "MENU" button and then pressing the bottom button on the right column of buttons on the left or right DDI (FCS option is not labeled on MENU page).


--ENG RPM Readout: Engine MIL and Afterburner RPM has been adjusted to better reflect throughout altitude envelope.


(http://i.imgur.com/mLVETrKl.png)




4. GAUGES: Updated a few gauges...

--Carrier Landing & Refueling Gauges: Now automatically pop up when either the hook is lowered or the probe is extended respectively.  The Carrier Landing Gauge has been reorganized to better work and display in conjunction with other gauges.


--FCS Gauges: The two FCS gauges that were originally assigned to Shift+7 and Shift+9 have been consolidated and assigned to Shift+9.


--Audio Warnings:  Thanks to RAZOR, new audio warnings have been added such as "Roll Left/Right" warnings which are transmitted when the aircraft is at a low altitude with excessive bank, a radio chime has been added once the battery is turned on, and updated audio warning cycle has been included with is triggered by the "LIGHT TEST" switch on the right panel.




5.  TEXTURES:
--Thanks to the contributions of GROOM LAKE SIMULATIONS and a few others, we not have over 50 great textures for the jets!

(http://i.imgur.com/raMlMZel.png)



6. OTHER:

--Functional Checklist: Thanks to HENRY from cNATRA who has included a new functional check list for the jet.

(http://i.imgur.com/NVYWUC1l.png)

7.  STILL TO FIX: There are still a few things that we are working on that we know are messed up.  Those include:

-ANIMATIONS: Throughout our work on the 3D models some animations were lost such as the Throttle Cutoff animations.  Working to get those working again.


-AVIONICS IN P3Dv4: As mentioned earlier, many of the avionic displays are no longer functioning in the new, 64-bit FSX based simulators such as P3Dv4 and FSW.  We have started the process of updating the avionics so that they will eventually work on those platforms.  Currently no ETA on when they will be complete though.


-FIRE CONTROL: Although the fire control system does work for TACPACK, there are still some glitches here and there.  Still working to fix.

-ADDITIONAL FUEL WITH DROP TANKS:  Still working on being able to have additional fuel when adding drop tanks.

As usual, if you see anything, report it!  I'll be out of pocket for major changes for the next couple of months, but will get back to it once I'm able.
 Thanks!

Version 17.1.31 Addresses the following:
1.  Tailhook for Fleet Version:  Clicking on Tailhook in Virtual Cockpit of Fleet jet now functional.

2.  Tailhook/Probe Issue for Blue Angels Version:  Tailhook and Refueling Probe now work correctly in Blue Angels variant.  Wing fold still an issue.

3.  Updated Textures:  All textures have been updated to include air intake and pylon graphic details.

....and NO, I have NO updates or info on the Delta/Two-Seater version, so don't ask...



Title: Re: New FSXBA Hornet
Post by: Ben Dudley(Razor) on August 27, 2017, 05:39:28 am
Awesome work as always Jimi(and everyone else involved), the jet is really starting to come together!
Title: Re: New FSXBA Hornet
Post by: Dman on August 27, 2017, 05:36:38 pm
Amazing work!!
Thanks for the continuing development
Title: Re: New FSXBA Hornet
Post by: Thiseus on August 27, 2017, 06:06:37 pm
As said ! Amazing work !
Thank's to all people involved !
Title: Re: New FSXBA Hornet
Post by: Jymp on August 27, 2017, 07:51:58 pm
Great work updating the jet Jimi, one thing that's very noticeable is the nose wheels aren't correct, the wheels (not the tires) should be smaller, and the tires should have more sidewall to them.
Title: Re: New FSXBA Hornet
Post by: Azframer on August 27, 2017, 11:06:16 pm
Man, this thing flies so well it is not even funny. It feels really great through the pull. It is a little strong at about a 1/4 pull, I will pay a little more attention to that the next few flights.
I did hit my assigned button for the tailhook and got refueling probe instead. So I used the lever inside the cockpit for Tailhook and got the refueling probe again.
Then once on the ground, I pull wing fold lever and got the tailhook.

Rick

BTW that was in BA 1 but pretty sure that is through all the jets. Will check and get back to you.
Title: Re: New FSXBA Hornet
Post by: dave76 on August 28, 2017, 12:22:16 am
dear jimi, first of all my compliments for your hard work in making this f18........then i ask you a question:

how can i turn on the lddi, rddi and center one  plus the center avionic console below the hud ? none of the knobs are turning, display stay off........thanks for help :-\ :-\ :-\
also i dont see flap indication light half or full
i have p3d v3.4.22.19868

i cancelled the old hornet 16.1 version before installing this
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 28, 2017, 02:53:12 am
Gents,

Thanks everyone for the Kudos.  I'll pass it along to the team.

To answer some questions:

Jymp - Probably not going to happen bud.  For the most part the 3D model is set and isn't going to changes much.  Outside of my control or abilities.  Sorry.

AZ - I'll take a look at the axis curves again for the elevator axis and good catch in regards to the hook/probe/wingfold on the Blue Jets.  The Fleet jets should work as advertised.  I've fixed the hook issue, but ran into a few snags with the wingfold.  I'll update what I have fixed so far, and will again once I have the wingfold issue resolved.

Dave - Sounds like you need the FA-18.dll file that comes with FSX-A and FSX-S editions.  The other issue might be P3D itself, I know on later versions of P3D, the FA-18.dll didn't work, causing a whole host of issue, similar to the ones you've described.  But for starters, I would advise, going to your "Prepar3D/Gauges" folder and confirming that you have that FA-18.dll file in there.

Hope this helps and thanks again!

Jimi

Title: Re: New FSXBA Hornet
Post by: Jymp on August 28, 2017, 04:14:43 am
Understand Jimi, no worries, Aerosoft has the same prob. with their Tomcat, only Dino has gotten the wheels perfect with his version of the Tomcat
Title: Re: New FSXBA Hornet
Post by: Azframer on August 28, 2017, 04:25:30 am
Yeah, Jimi the fleet jet is fine and functions like it should. The pull is a little strong towards about a 1/4 pull, should I say after the 1/4 pull for me. It could be a system thing, who knows some of the planes act differently on different computers I have found. So I would not change just on what I am feeling, see if others are having the same thing happen to them.
Great work for those involved.

Rick
Title: Re: New FSXBA Hornet
Post by: Victory103 on August 28, 2017, 04:40:04 am
BZ jimi and team! Off to test around Fallon ranges with TP.
Might need to bold this:
Quote
....and NO, I have NO updates or info on the Delta/Two-Seater version, so don't ask...
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 28, 2017, 07:29:18 am
This amazing plane is now even MORE amazing! It flies perfectly, like I would expect from an FCS as advanced as it is. At least as far as a guy that never even set hands on a Hornet can tell  :D
I just love it. So far, anyway. Once the new wears off I may find a niggling little trouble here or there, but heck, nothing is perfect. Although this is getting real close!

Thanks to Jimi and the whole team for this effort. It's awesome!
Pat☺
Title: Re: New FSXBA Hornet
Post by: dave76 on August 28, 2017, 10:47:15 am
JIMI, I CHECKED AND I DO NOT HAVE THE F18.DLL IN GAUGES, but i have p3d and no fsx.....where can i get this file? and if it does not work in p3d?
Title: Re: New FSXBA Hornet
Post by: Ah-Menace on August 28, 2017, 03:52:45 pm
Maaaaaaan Jimi this jet is the ish! The only thing I'm missing now is that T.M F/A-18 stick! keep up the good work fellas!
Title: Re: New FSXBA Hornet
Post by: Azframer on August 28, 2017, 05:11:16 pm
JIMI, I CHECKED AND I DO NOT HAVE THE F18.DLL IN GAUGES, but i have p3d and no fsx.....where can i get this file? and if it does not work in p3d?
Check your pm box
Title: Re: New FSXBA Hornet
Post by: dave76 on August 28, 2017, 06:22:28 pm
thank you azframer, i solved :), seems everything working now
Title: Re: New FSXBA Hornet
Post by: Victory103 on August 28, 2017, 06:31:53 pm
Confirmed on the tactical model as with AZframer, hook and wingfold tied together. Tacpack: no guns? loaded up 4xLGB, showed in SMS but initially did not work or display on HUD. Cycled AA/AG switch and Master ARM, still nothing. Switched to AA and fired off -120s, cycled back to AG and 4xLGB now showed/dropped in CDIP mode.

Beautiful job on UA/PA mode resets, a/c is a joy around the pattern and very easy to maintain glide path/AoA, boat work should be cake. Pylon/weps drag adds to the short legs, I can now see why the legacy jet is always on the tanker.
Title: Re: New FSXBA Hornet
Post by: Azframer on August 28, 2017, 07:39:25 pm
Confirmed on the tactical model as with AZframer, hook and wingfold tied together. Tacpack: no guns? loaded up 4xLGB, showed in SMS but initially did not work or display on HUD. Cycled AA/AG switch and Master ARM, still nothing. Switched to AA and fired off -120s, cycled back to AG and 4xLGB now showed/dropped in CDIP mode.

Beautiful job on UA/PA mode resets, a/c is a joy around the pattern and very easy to maintain glide path/AoA, boat work should be cake. Pylon/weps drag adds to the short legs, I can now see why the legacy jet is always on the tanker.
Mine was the Blue jets only, fleet jets are fine.
Rick
Title: Re: New FSXBA Hornet
Post by: IRONDAN on August 28, 2017, 09:56:15 pm
Weird I have just installed the dll file but nothing on my mfds. I have p3d v3.
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 28, 2017, 11:30:54 pm
Confirmed on the tactical model as with AZframer, hook and wingfold tied together. Tacpack: no guns? loaded up 4xLGB, showed in SMS but initially did not work or display on HUD. Cycled AA/AG switch and Master ARM, still nothing. Switched to AA and fired off -120s, cycled back to AG and 4xLGB now showed/dropped in CDIP mode.

Beautiful job on UA/PA mode resets, a/c is a joy around the pattern and very easy to maintain glide path/AoA, boat work should be cake. Pylon/weps drag adds to the short legs, I can now see why the legacy jet is always on the tanker.

Victory,

-Can you confirm "GUN" was selected while in AA/AG mode?  Other thing is, did you have a center tank loaded on the jet as well?  Try loading guns with no center tank.  That might affect you ability to fire guns a well.  I known glitch that I'm working to fix.  Thanks.

-I've fixed the Hook & Probe issue for the Blue Angel variants.  Still working a issue with the wing fold.  Will push out an updated soon.

-All kudos go to ORION for the UP/PA mode improvements.
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 28, 2017, 11:33:41 pm
Weird I have just installed the dll file but nothing on my mfds. I have p3d v3.

DAN,

Just to confirm, did you place the dll in your primary GUAGES folder (e.g. Lockheed Martin/Prepar3D/Gauges) for Flight Sim/P3D and NOT in the one found in the Sim Objects/Airplanes/FSXBA FA-18 Folder?
Title: Re: New FSXBA Hornet
Post by: IRONDAN on August 28, 2017, 11:37:14 pm
Yup, I have put it in the main gauges folder.
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 29, 2017, 12:29:40 am
Yup, I have put it in the main gauges folder.

DAN,

Where you able to get the 16.1 version working in your version of P3D?  I know I had issues with some of the later versions of P3D that caused the same issues you are having now.  I would recommend, installing the default, Acceleration F/A-18A and see if you are
Title: Re: New FSXBA Hornet
Post by: Dman on August 29, 2017, 01:22:14 am
Pylon/weps drag adds to the short legs, I can now see why the legacy jet is always on the tanker.

No Doubt.. I noticed it too...

I can also confirm the gun situation.. at least the times I flew it the counter shows zero.. But Its still soooo awesome to fly!!!
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 29, 2017, 05:33:28 am
Pylon/weps drag adds to the short legs, I can now see why the legacy jet is always on the tanker.

No Doubt.. I noticed it too...

I can also confirm the gun situation.. at least the times I flew it the counter shows zero.. But Its still soooo awesome to fly!!!

Interesting, I'll revisit the gun tonight... 

As usual, thanks for the inputs guys!
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 29, 2017, 11:10:00 am
Maaaaaaan Jimi this jet is the ish! The only thing I'm missing now is that T.M F/A-18 stick! keep up the good work fellas!

Appreciate the good words Ahmenace!
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 29, 2017, 11:21:07 am
Pylon/weps drag adds to the short legs, I can now see why the legacy jet is always on the tanker.

No Doubt.. I noticed it too...

I can also confirm the gun situation.. at least the times I flew it the counter shows zero.. But Its still soooo awesome to fly!!!

Interesting, I'll revisit the gun tonight... 

As usual, thanks for the inputs guys!

Gents,

Took a look at the gun on my end.  Works as advertised.  Leads me to procedural questions:
1.  Make sure TACPACK is enabled and running on your system.
2.  Did you first select "Guns Only" from the payload manager.  That will arm up the cannon with 578 rounds.
3.  Make sure you do not select the center fuel tank after that.  Currently they share the same load point, which I still need to deconflict.  Selecting the Center Tank after loading the gun will zeroize the gun.
4.  Select either AA or AG Master Mode after loading the gun
5.  Go to the FCS page on the Digital Display Indicator (DDI) and select the gun by clicking the soft button next to GUN on the upper right of the page
6.  Click on the Master Arm switch to arm the system.  The Master Arm indication should go from SAFE to ARM on the SMS page
7.  Squeeze the trigger (or whatever you have designated as the trigger) to make it rain!  Make sure you are using the Trigger (for Air-to-Air ordnance) vice the Pickle (for Air-to-Ground) ordnance.

Hope this helps.
Title: Re: New FSXBA Hornet
Post by: Dman on August 29, 2017, 04:09:21 pm
Gotcha.. the centerline tank might be the issue after flying again last night.. still pretty happy anyway..
Title: Re: New FSXBA Hornet
Post by: jagl04 on August 29, 2017, 07:42:19 pm
Downloaded and working fine. A great job! I missed the Spanish Air Force textures in the package, so I have done these, Ala 12, Torrejon AB. The link is here for anyone interested

https://drive.google.com/open?id=0B_FqquKfHiDoSVdzeTczZUgwU0U

(http://thumbs.subefotos.com/8bef2f56dc32c114262da00108bcc553o.jpg) (http://subefotos.com/ver/?8bef2f56dc32c114262da00108bcc553o.jpg)
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 29, 2017, 10:53:34 pm
A small situation was just pointed out to me, and I hope of our texture geniuses can lend a hand with this:
The texture folder for

[fltsim.51]
title=FA-18C - Export AAA
.
.
.
texture=AAATest

Is missing in the installed plane. Is this for later release, or did it just get missed? Or is it non-existant, and the [fltsim...] entry should be deleted in it's entirety?

Thanks in advance for any help that may be forthcoming, and I am certain it will be  :D

Pat☺
Title: Re: New FSXBA Hornet
Post by: Victory103 on August 30, 2017, 04:13:20 am
Jimi, confirmed with the ctr tank by loading wing tanks (I was going for double ugly config), but I have had the same issue with AMRAAMs, it might be the crazy loads I'm messing with but loaded 4xAIM120 and showed zero in HUD, SMS page good. Fired off the Winders and GUN, then 120 showed/worked correctly.

Great textures jagl04, a few other countries missing but I can only fly one jet at a time. I've got a few requests for other USN/USMC squadrons.
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 30, 2017, 06:31:54 am
Jimi, confirmed with the ctr tank by loading wing tanks (I was going for double ugly config), but I have had the same issue with AMRAAMs, it might be the crazy loads I'm messing with but loaded 4xAIM120 and showed zero in HUD, SMS page good. Fired off the Winders and GUN, then 120 showed/worked correctly.

Great textures jagl04, a few other countries missing but I can only fly one jet at a time. I've got a few requests for other USN/USMC squadrons.

Victory,
Copy and thanks for the input/feedback.  I'll keep at it and hopefully have a fix soon.  Definitely been a learning curve (for me anyways lol) to get this TACPACK stuff working as desired.


Jagl,
Agree with Victory.  Nice work!  If it's alright with you, I would like to include it in the next release.  If not, I understand.

Jimi
Title: Re: New FSXBA Hornet
Post by: ctec1 on August 30, 2017, 01:29:59 pm
Jimi,
 First things first, thanks to you and the team for your time and effort improving the FSXBA Hornet. You fellas are doing a tremendous job.

Quote
--Available for P3Dv4: In addition to the aforementioned, ORION has recompiled the FCS.dll to work for P3Dv4 as well!  Unfortunately, avionics still do not work.  Recoding avionics in currently in progress...

In P3Dv3 everything runs fine and is a joy to fly but in P3Dv4 I'm getting the FCS FAIL warning on the HUD. Is this to be expected until the avionics are recoded? You mentioned Orion recompiled the FCS.dll to work with V4. Should the FCS gauge work with P3Dv4 without the avionics recode?

Not a big deal, I have v3 working very well, just curious about the FCS.dll in v4 and whether or not I have an issue on my end.

Thx again
Title: Re: New FSXBA Hornet
Post by: cobrales on August 30, 2017, 05:41:46 pm
a joy to fly.......thanks to all involved in the development.......

Les
Title: Re: New FSXBA Hornet
Post by: Ah-Menace on August 30, 2017, 07:47:33 pm
Hey Fellas,
 I have some request that we all might enjoy.1. CORRADO, can you make the Blue Angel "Delta" model glossy also? I've got it working to my liking since I mainly only fly it for my personal demo,so I'm not tooooo pressed on the Fleet variant and I'll release to you all once I've tweaked it my best. 2. Jimiiiiii,again good work bro! Ok things I've noticed on my end and rig, the wing fold and tailhook activate a few seconds late after pressing the buttons or hitting the switches assigned to them. Also I've notice in the default F-18 and the earlier 2012-2014 versions,the outside environment seems to be moving faster making it feel more authentic while flying,is there anyway you can speed up our current version like those versions? 3. Ok I've also notice in the 2012-2014,the sounds are a little more louder then our current versions,can you look into this? and also far as sound,in the cold and dark state like in the default F-18, is there a way to make the battery trigger the avionics sound instead of it starting already activated? And when clicking the APU switch, can you make it trigger a APU start sound? And 4. I've noticed in the Blues version, the wing navigation lights doesn't illuminate. that's all I have and again thanks fellas for the almost perfect jets that we can call our own and escape in!
Title: Re: New FSXBA Hornet
Post by: Ah-Menace on August 30, 2017, 07:55:12 pm
O yea...
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 30, 2017, 10:15:41 pm
Jimi,
 First things first, thanks to you and the team for your time and effort improving the FSXBA Hornet. You fellas are doing a tremendous job.

Quote
--Available for P3Dv4: In addition to the aforementioned, ORION has recompiled the FCS.dll to work for P3Dv4 as well!  Unfortunately, avionics still do not work.  Recoding avionics in currently in progress...

In P3Dv3 everything runs fine and is a joy to fly but in P3Dv4 I'm getting the FCS FAIL warning on the HUD. Is this to be expected until the avionics are recoded? You mentioned Orion recompiled the FCS.dll to work with V4. Should the FCS gauge work with P3Dv4 without the avionics recode?

Not a big deal, I have v3 working very well, just curious about the FCS.dll in v4 and whether or not I have an issue on my end.

Thx again

Ctec,

Do this:
1. Look in the Panel.Fleet folder and locate the file "HornetFCS64.dll"
2. Move said file to your primary GAUGES folder at C:\Program Files\Lockheed Martin\Prepar3D v4\gauges
3. Rename: "HornetFCS64.dll" to "HornetFCS.dll"
4. Restart Flight Sim.
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 30, 2017, 10:16:22 pm
a joy to fly.......thanks to all involved in the development.......

Les

Thanks Les!
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 30, 2017, 10:31:13 pm
Hey Fellas,
 I have some request that we all might enjoy.1. CORRADO, can you make the Blue Angel "Delta" model glossy also? I've got it working to my liking since I mainly only fly it for my personal demo,so I'm not tooooo pressed on the Fleet variant and I'll release to you all once I've tweaked it my best. 2. Jimiiiiii,again good work bro! Ok things I've noticed on my end and rig, the wing fold and tailhook activate a few seconds late after pressing the buttons or hitting the switches assigned to them. Also I've notice in the default F-18 and the earlier 2012-2014 versions,the outside environment seems to be moving faster making it feel more authentic while flying,is there anyway you can speed up our current version like those versions? 3. Ok I've also notice in the 2012-2014,the sounds are a little more louder then our current versions,can you look into this? and also far as sound,in the cold and dark state like in the default F-18, is there a way to make the battery trigger the avionics sound instead of it starting already activated? And when clicking the APU switch, can you make it trigger a APU start sound? And 4. I've noticed in the Blues version, the wing navigation lights doesn't illuminate. that's all I have and again thanks fellas for the almost perfect jets that we can call our own and escape in!

Ahmenace,

I'll see about what I can do on a few things on your list such as the sounds and lights.  Others such as the lag time on the wingfold and hooks are probably going to remain like that due to the way we configured them so that they can be seen in multiplayer.  You see, the probe, hook, and wingfold animations are actually attached to exits/doors since their status/data is passed across multiplayer.  The actual hook/wingfold/probe status are monitored and mirrored to the animation to match the actual state.  That way the functionality is there along with the visual effect in multiplayer.  Because of this there is a lag while the two sync and mirror up.

What do you mean by outside environment?  Control surfaces?  If so, there is going to be a slight lag due to the process and PID calculations and outputs being done by the FCS coding.  Remember that the system is no longer positional command based (unless the FCS is turned off or on the ground), meaning the control surfaces do not simply mirror themselves off of stick position, but off of how much G, pitch rate, or AOA that is "asked for" from the position of the flight stick.  100% aft stick does not always equate to 100% stabilator deflection.  Now, even with 100% stick, stabilator deflection is now determined with a few additional factors, including airspeed, AOA, and flight mode (i.e. Powered Approach or Up & Away).
Title: Re: New FSXBA Hornet
Post by: Victory103 on August 31, 2017, 12:00:58 am
No prob jimi, I just like moving mud with TP and I can "fight" the Hornet in it's correct TP config in single player. I think my issues stemmed from the loadout manager, I wanted the ATFLIR on one cheek station with AIM120 on the other side, matching real world. I've been re-reading the TP SDK trying to figure out a few things (sharks with lasers, JDAM coords) from a non-coder prospective, really want to help add all the "sting" to this Bug.
Title: Re: New FSXBA Hornet
Post by: Razgriz on August 31, 2017, 03:47:29 am
Jimi,
 First things first, thanks to you and the team for your time and effort improving the FSXBA Hornet. You fellas are doing a tremendous job.

Quote
--Available for P3Dv4: In addition to the aforementioned, ORION has recompiled the FCS.dll to work for P3Dv4 as well!  Unfortunately, avionics still do not work.  Recoding avionics in currently in progress...

In P3Dv3 everything runs fine and is a joy to fly but in P3Dv4 I'm getting the FCS FAIL warning on the HUD. Is this to be expected until the avionics are recoded? You mentioned Orion recompiled the FCS.dll to work with V4. Should the FCS gauge work with P3Dv4 without the avionics recode?

Not a big deal, I have v3 working very well, just curious about the FCS.dll in v4 and whether or not I have an issue on my end.

Thx again

Ctec,

In order to get the FCS gauge working for v4, you will need to have the sim point to the 64-bit version of the .dll.  This can be done in two ways:
1.  Go to the Panel folder for their the Fleet or Blues version and located the 64-bit version on the Hornet_FCS.dll.  Rename the currently used FCS.dll something different (e.g. Hornet_FCS_32) and then rename the 64-bit version of the file so that it now takes the original name of the 32-bit version of the FCS (e.g. Hornet_FCS.dll).  Not sure of the exact name of the files, as I am currently not at my home computer to check.  Anyways, once this is done, restart Flight Simulator.

--or--

2.  Keep the files names as they are and make changes to the Panel.cfg instead.  This can be done by opening up the cfg file in notepad, scrolling down the virtual cockpit 1 section and finding the gauge entry for FCS_Hornet that is located in the "Flight Control System" section.  Change the file name listed there to match the name of the 64 bit FCS_Hornet.dll that is found in the same Panel folder.  Save, close and restart Flight Simulator.

Fanastic work, this jet is the only thing that keeps me coming back to flight simulator.

I tried this and I'm still getting the FCS FAIL message + when using Shift+9 (FCS Data or whatever), fcs_init is 0.  Also tried deleteing the jet, reinstalling, and retrying the process.  Didn't seem to work, I'm not sure if I'm doing anything wrong?
Title: Re: New FSXBA Hornet
Post by: jimi08 on August 31, 2017, 06:50:51 am
Jimi,
 First things first, thanks to you and the team for your time and effort improving the FSXBA Hornet. You fellas are doing a tremendous job.

Quote
--Available for P3Dv4: In addition to the aforementioned, ORION has recompiled the FCS.dll to work for P3Dv4 as well!  Unfortunately, avionics still do not work.  Recoding avionics in currently in progress...

In P3Dv3 everything runs fine and is a joy to fly but in P3Dv4 I'm getting the FCS FAIL warning on the HUD. Is this to be expected until the avionics are recoded? You mentioned Orion recompiled the FCS.dll to work with V4. Should the FCS gauge work with P3Dv4 without the avionics recode?

Not a big deal, I have v3 working very well, just curious about the FCS.dll in v4 and whether or not I have an issue on my end.

Thx again

Ctec,

In order to get the FCS gauge working for v4, you will need to have the sim point to the 64-bit version of the .dll.  This can be done in two ways:
1.  Go to the Panel folder for their the Fleet or Blues version and located the 64-bit version on the Hornet_FCS.dll.  Rename the currently used FCS.dll something different (e.g. Hornet_FCS_32) and then rename the 64-bit version of the file so that it now takes the original name of the 32-bit version of the FCS (e.g. Hornet_FCS.dll).  Not sure of the exact name of the files, as I am currently not at my home computer to check.  Anyways, once this is done, restart Flight Simulator.

--or--

2.  Keep the files names as they are and make changes to the Panel.cfg instead.  This can be done by opening up the cfg file in notepad, scrolling down the virtual cockpit 1 section and finding the gauge entry for FCS_Hornet that is located in the "Flight Control System" section.  Change the file name listed there to match the name of the 64 bit FCS_Hornet.dll that is found in the same Panel folder.  Save, close and restart Flight Simulator.

Fanastic work, this jet is the only thing that keeps me coming back to flight simulator.

I tried this and I'm still getting the FCS FAIL message + when using Shift+9 (FCS Data or whatever), fcs_init is 0.  Also tried deleteing the jet, reinstalling, and retrying the process.  Didn't seem to work, I'm not sure if I'm doing anything wrong?

Now that I'm at my computer to test and confirm, this is what needs to be done:
1. Look in the Panel.Fleet folder and locate the file "HornetFCS64.dll"
2. Move said file to your primary GAUGES folder at C:\Program Files\Lockheed Martin\Prepar3D v4\gauges
3. Rename: "HornetFCS64.dll" to "HornetFCS.dll"
4. Restart Flight Sim.

Title: Re: New FSXBA Hornet
Post by: Razgriz on August 31, 2017, 11:39:23 am
My P3Dv4 is still showing fcs_initialized 0 and FCS FAIL on the HUD.  Could the FCS be working while the data gauge&hud show fcs_initialized=0?
Title: Re: New FSXBA Hornet
Post by: ctec1 on August 31, 2017, 12:42:23 pm
Same results as Razgriz on my end. Tried all (3) methods as instructed. I dont believe the FCS gauge is loaded.There is a noticeable difference in the way the P3Dv3 hornet flies and v4.
Title: Re: New FSXBA Hornet
Post by: Valhalla on August 31, 2017, 07:10:53 pm
I wanted the ATFLIR on one cheek station with AIM120 on the other side, matching real world.

This is easy. Select the two cheek AIM120's then select the ASQ228 and it will replace the left AIM120.
Title: Re: New FSXBA Hornet
Post by: cobrales on August 31, 2017, 08:22:14 pm
Should there be muzzle flash and tracers during gun firing? All i'm getting is smoke.
See nothing from VC

FSX Box and Steam

Les
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on August 31, 2017, 09:57:25 pm
Quote
I'm missing some textures too. The chief annoyance is this one; ENG_POI_RB_GLASSN.dds

The lack of it is making big black squares around engine smoke. (Only in DX10, FSX)
I don't know how a friend of mine found out that that texture file was missing, but he says it makes the engine smoke look boxy in DX10.

Can anyone shed some light on this?

Any news on the missing Texture folder I posted about earlier too? Just curious.

Thanks guys!
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 02, 2017, 12:27:57 am
Quote
I'm missing some textures too. The chief annoyance is this one; ENG_POI_RB_GLASSN.dds

The lack of it is making big black squares around engine smoke. (Only in DX10, FSX)
I don't know how a friend of mine found out that that texture file was missing, but he says it makes the engine smoke look boxy in DX10.

Can anyone shed some light on this?

Any news on the missing Texture folder I posted about earlier too? Just curious.

Thanks guys!
Pat☺

Interesting.  I'll take a look when I get the chance Pat.  Thanks again.
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 02, 2017, 03:38:26 am


Now that I'm at my computer to test and confirm, this is what needs to be done:
1. Look in the Panel.Fleet folder and locate the file "HornetFCS64.dll"
2. Move said file to your primary GAUGES folder at C:\Program Files\Lockheed Martin\Prepar3D v4\gauges
3. Rename: "HornetFCS64.dll" to "HornetFCS.dll"
4. Restart Flight Sim.



For you P3Dv4 guys, try downloading the attached file and follow the instructions listed above.  Let me know if it works.

Jimi
Title: Re: New FSXBA Hornet
Post by: ctec1 on September 02, 2017, 05:26:25 am
Thx Jimi,

The new HornetFCS.dll fixed the issue on my end. The FCS panel (shift + 9) reads "FCS initialized 1". Its late now but I'll get around to flying tomorrow evening. BTW, I just extracted the new dll to the gauges folder and also to the Panel.Fleet and Panel.BA folders just to be safe . looks like you nailed it.

Thx again!
Title: Re: New FSXBA Hornet
Post by: Ah-Menace on September 02, 2017, 06:48:13 pm
Jimi,
What's up bro? O ok,I got you on the multi-player aspect. My bad for being vegue about what I meant about the outside environment, but what I meant was, in the default F-18 and earlier versions of the ones we have now is that, when flying, it seems like to me that the outside world is moving faster. Especially in cockpit view. I don't know if it has anything to do with the camera settings or something dealing with the inertia settings. For example, say your doing like, 500kts and 200ft AGL in the default F-18 and you look out down @ the ground, you feel like your doing 500kts,lol. Buuuut in our version it look like you going a little bit slower. But hey,maybe it's just me.😁
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 03, 2017, 02:19:30 am
Jimi,
What's up bro? O ok,I got you on the multi-player aspect. My bad for being vegue about what I meant about the outside environment, but what I meant was, in the default F-18 and earlier versions of the ones we have now is that, when flying, it seems like to me that the outside world is moving faster. Especially in cockpit view. I don't know if it has anything to do with the camera settings or something dealing with the inertia settings. For example, say your doing like, 500kts and 200ft AGL in the default F-18 and you look out down @ the ground, you feel like your doing 500kts,lol. Buuuut in our version it look like you going a little bit slower. But hey,maybe it's just me.😁

Yeah, not too sure how to fix that man.
Title: Re: New FSXBA Hornet
Post by: Panic on September 04, 2017, 09:46:30 pm
Hey Jimi,

I wanted to ask, can the Hanimod paintkit still be used to repaint this aircraft? I'm trying to use it and when I load in sim the texture doesn't line up. This is what it looks like.

don't mind the Blue Angels half, I was testing the front half first.
Title: Re: New FSXBA Hornet
Post by: Azframer on September 04, 2017, 10:28:25 pm
Hey Jimi,

I wanted to ask, can the Hanimod paintkit still be used to repaint this aircraft? I'm trying to use it and when I load in sim the texture doesn't line up. This is what it looks like.

don't mind the Blue Angels half, I was testing the front half first.
Are you flipping texture top to bottom before you save as DDS? That needs to be done.
Title: Re: New FSXBA Hornet
Post by: Panic on September 05, 2017, 01:24:14 am
Hey Jimi,

I wanted to ask, can the Hanimod paintkit still be used to repaint this aircraft? I'm trying to use it and when I load in sim the texture doesn't line up. This is what it looks like.

don't mind the Blue Angels half, I was testing the front half first.
Are you flipping texture top to bottom before you save as DDS? That needs to be done.

Thank you, I'm a bit new to repaints, so I overlooked flipping the image.

Panic
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 05, 2017, 01:45:23 am
Hey Jimi,

I wanted to ask, can the Hanimod paintkit still be used to repaint this aircraft? I'm trying to use it and when I load in sim the texture doesn't line up. This is what it looks like.

don't mind the Blue Angels half, I was testing the front half first.

I believe the Hanimod is for the Acceleration Hornet. If so, then No, it is not compatible.
Title: Re: New FSXBA Hornet
Post by: Panic on September 05, 2017, 01:57:36 am
I tried the repaint pack jimi, and it seems to work with the FSXBA 17.3 hornet.
Title: Re: New FSXBA Hornet
Post by: Azframer on September 05, 2017, 02:13:15 am
I tried the repaint pack jimi, and it seems to work with the FSXBA 17.3 hornet.
That is the right paint kit, just flip top to bottom before you convert to DDS.
Title: Re: New FSXBA Hornet
Post by: Panic on September 05, 2017, 06:24:23 pm
This may be a little off topic of the thread, but if I wanted to upscale the textures from what they are to 4096, would it be alright, or would it run into issues with the mapping?
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 05, 2017, 07:38:14 pm
Gents,

I've use released a quick update to fix a few things with the last release.  Go to http://www.fsdreamteam.com/forum/index.php/topic,6944.msg117011.html#msg117011 to download ver. 17.1.31.

Fixes the following:
-Clickable tailhook lever in VC for Fleet Jets
-Tailhook/Refueling Probe mixup for Blue Angels Variant
-Updated Texture Graphics

Still working on other fixes such a sound adjustments and Fire Control System issues.
Title: Re: New FSXBA Hornet
Post by: Thiseus on September 05, 2017, 09:51:30 pm
Quote
Still working on other fixes such a sound adjustments and Fire Control System issues.
It'll be much appreciated...  :)



Title: Re: New FSXBA Hornet
Post by: Panic on September 05, 2017, 11:10:34 pm
Awesome Thanks for the Update Jimi!! I'm starting to love this legacy hornet over my VRS.....
Title: Re: New FSXBA Hornet
Post by: micpni on September 06, 2017, 07:46:24 am
Little test with VW 360/16kt (No gust) and Boat 020/25kt =>WOD 40kt

http://royalefrenchnavy.restauravia.fr/Test/01.mp4
Title: Re: New FSXBA Hornet
Post by: KC on September 06, 2017, 09:51:40 pm
Hello

Great Work

But I found something in combination with the FS Recorder.
The Refueling Probe is in replay always displayed as extended.
Also the hook isn't working and is always up.
In older versions like 15.6 this was never a Problem.
Might this be in combination with the changes in multiplayer use?

Thanks for help

greetings  Cyrill
Title: Re: New FSXBA Hornet
Post by: bisinchi on September 06, 2017, 10:06:35 pm
Hi all,

New on this forum, I may have missed info about it, but I downloaded the latest version yesterday, I'm running FSX and have FCS fail written on the HUD and pressing SHIFT F9 confirms that FCS is not loaded properly. Am I missing any step, do the hornetfcs.dll need to be moved to a specific folder?

Great aircraft, congrats to the team for such quality airplane!!

F.
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 07, 2017, 04:38:33 am
Hi all,

New on this forum, I may have missed info about it, but I downloaded the latest version yesterday, I'm running FSX and have FCS fail written on the HUD and pressing SHIFT F9 confirms that FCS is not loaded properly. Am I missing any step, do the hornetfcs.dll need to be moved to a specific folder?

Great aircraft, congrats to the team for such quality airplane!!

F.

Hey bisinchi,

What platform are you using (fsx, p3d, P3Dv4)?  Did you use the auto installer?
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 07, 2017, 08:41:52 am
Hey Jimi, and all the others on this fantastic Team!
First, wonderful bird, truly wonderful. Flys for a treat! I can finally make some decent traps, which is such a nice change :)

I think Mr. Bisinchi said he had FSX, no?
I think what may have happened is this: He downloaded and installed the v17.1.31, which has no auto-installer. It's just a zipped up folder with the plane in it. If he just unzipped and installed, could he be missing the .NET Framework file the auto-installer puts in for one?

Which reminds me, is the v17.1.31 and update, that should be ADDED to v17.1.30, over-writing where applicable, or is it a stand-alone install? If it's an update to over-write existing files from the v17.1.30, I messed up. I unzipped and placed it manually, and deleted the v17.1.30. If it's a stand-alone, I'm golden, but maybe you should have made an autoinstaller for it, so that folks just finding this amazing plane will get all the files  they need, where they need them?

I don't know if this is any help, but I hope it is...
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 07, 2017, 11:30:12 am
Thought I uploaded the auto installer version.

Please let me know if this is the auto installer. I am away from my computer at the moment and can't confirm myself

https://drive.google.com/file/d/0B3So3WwTLPRZemdlb0ZiYTg4aUk/view?usp=drivesdk
Title: Re: New FSXBA Hornet
Post by: ctec1 on September 07, 2017, 12:50:25 pm
Yes, the above link points to an auto installer. Your previous link to the new version pointed to a manual install as Pat described.

Thx for the update ;D. 
Title: Re: New FSXBA Hornet
Post by: micpni on September 07, 2017, 04:16:17 pm
Using Showmarkers, these values seem to be good... but only for a test.

[tailhook]
tailhook_length = 4.00
tailhook_position = -54.0, 0, -4.0
cable_force_adjust = 1.80

Title: Re: New FSXBA Hornet
Post by: bisinchi on September 07, 2017, 09:50:34 pm
Hi all,

New on this forum, I may have missed info about it, but I downloaded the latest version yesterday, I'm running FSX and have FCS fail written on the HUD and pressing SHIFT F9 confirms that FCS is not loaded properly. Am I missing any step, do the hornetfcs.dll need to be moved to a specific folder?

Great aircraft, congrats to the team for such quality airplane!!

F.

Hey bisinchi,

What platform are you using (fsx, p3d, P3Dv4)?  Did you use the auto installer?
Hi, I'm running FSX and I downloaded the file which did not contain an autoinstaller (or I didn't see it). I copied the files onto my FSX simobject/aircraft folder. So seems like I may have missed a .NET environnement that may come with the autoinstall.

François
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 08, 2017, 08:34:21 am
Yeah, Francois (sorry I don't have the ability to make that fancy C you used),
I believe that's what happened. You should download the latest posted by Jimi. I has the auto-installer, and will install the correct .NET Framework you need to make everything work. Delete the plane you installed manually, so the auto-installer has a clean slate to work with. Not critical, but it's a good idea, just in case.

A small note about the .NET Framework installer: Sometimes it can SEEM to lock-up, or stop doing anything. It's not locked. Just let it run until it finishes. It can take some time, sometimes (confusing, isn't it?  ::) ), so just go get a cuppa, or take a walk around the block, or whatever. Just leave it alone, and it will do the job. It just can take a while, and look like it's locked up. Just thought you should know.
Other than that, the auto-installer works great. Then go enjoy this wonderful, amazing plane! I know I do  :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: Kea on September 08, 2017, 11:48:31 am
It's been a while, but for anyone who is interested, updated and corrected Aggressor Hornet paints for the following:

F/A-18C (current 17.1... version) -

NSAWC 22 (standard grey with white "tips")
NSAWC 25 (blue camo scheme)
NSAWC 26 (grey camo scheme)
NSAWC 27 (brown camo scheme)
NSAWC 30 (Persian camo scheme)
NSAWC 31 (blue camo scheme)
NSAWC 32 (standard grey)

F/A-18D (15.6 version) -

NSAWC 00 (standard grey)
NSAWC 02 (brown camo scheme)
VFC-12 12 (SU-34 shark scheme)

Aircraft cfg lines included. Each set uses the fallback texture folder so if you have issues with blank bits, check in the respective model's "texture" folder first for a solution, otherwise sing out if anyone has any issues adding/using these.

https://drive.google.com/open?id=0B_KeMXMmL3b3WlhfUkdrcjFqTDA

Great jet Jimi and co, heartening to see projects like this still alive and well (and free!) for the FSX/P3D community. Long may it last.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 08, 2017, 09:36:11 pm
A small detail that's been noted by several: The wing flex no longer functions at all. With or without TACPAC, in FSX, FSX:SE, or P3Dv3.4. I know it's not a big deal, but it would be nice.

Was this disabled on purpose, or is it something that is easily fixed?

Just wanted to let the Team know.
Still a fantastic plane, and getting better all the time! Thanks SO much.
Pat☺
Title: Re: New FSXBA Hornet
Post by: bisinchi on September 08, 2017, 10:15:22 pm
Yeah, Francois (sorry I don't have the ability to make that fancy C you used),
I believe that's what happened. You should download the latest posted by Jimi. I has the auto-installer, and will install the correct .NET Framework you need to make everything work. Delete the plane you installed manually, so the auto-installer has a clean slate to work with. Not critical, but it's a good idea, just in case.

A small note about the .NET Framework installer: Sometimes it can SEEM to lock-up, or stop doing anything. It's not locked. Just let it run until it finishes. It can take some time, sometimes (confusing, isn't it?  ::) ), so just go get a cuppa, or take a walk around the block, or whatever. Just leave it alone, and it will do the job. It just can take a while, and look like it's locked up. Just thought you should know.
Other than that, the auto-installer works great. Then go enjoy this wonderful, amazing plane! I know I do  :D
Pat☺
Got the auto-installer, things seem a bit better, I can see the effects (After burner, cloud above the LEX) and plane flies much better, but still have FCS fail and on the alerts screen (front right of the cockpit, I see FCS hot, not sure what it means). Also, when I load up weapons, I can see centerline tank, sidewinders, and that's pretty much it. Do I need tac pack to see the weapons (I'm not talking firing them as I understand you need tac pack for that). Do I need any additional .NET material?
Anyway, the plane is a fun to fly as it is.
François
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 09, 2017, 08:07:57 am
Quote
(front right of the cockpit, I see FCS hot, not sure what it means).
Well, hmmm. Let's see...
When you have the FCS HOT warning, are the engines, OR the APU running? If neither, try starting the APU, then starting the engines, and once one is started, try pressing then releasing the FCS RESET button aft of the throttle quadrant, left side. An FCS HOT warning is usually caused by a lack of AVIONICS COOLING air, which is bleed from the engines. I believe the APU can provide cooling air as well, but I may be wrong on that. I'll check the NATOPS, though, and see what it says about it all.

The NATOPS has this to say about FCS HOT:

2.8.2.7.1 FCS HOT Caution. The FCS HOT caution light and FCS HOT caution on the DDI
indicates an overtemperature in FCC A or the right transformer-rectifier.
2.8.2.7.2 FCS or AV COOL Switch
NORM Both FCC and both transformer-rectifiers cooled by avionics air.
EMERG FCC A and right transformer-rectifier cooled by ram air.
FCC B and left transformer-rectifier cooled by avionics air.
Once EMERG selected, selection of NORM does not switch FCC A and right
transformer-rectifier cooling back to avionics air.

So it seems that a lack of cooling air may be the trouble. Try what I said above, and see if it helps. If not, we'll see what else I can dig up. I've never seen that warning, but I never start cold-n-dark, either.
Just a thought: Is your default flight/plane the generic, default Trike over Friday Harbour, or a different plane? If not, try making it so, and see if that has any effect.

Quote
Do I need tac pack to see the weapons
No. I tried earlier today, and I could see them all. Try selecting GUNS ONLY first, THEN other weapons and see what shows up. Just a thought.

Hope this helps. If not, we'll keep digging :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: ctec1 on September 09, 2017, 01:42:34 pm
Quote
Got the auto-installer, things seem a bit better, I can see the effects (After burner, cloud above the LEX) and plane flies much better, but still have FCS fail and on the alerts screen (front right of the cockpit, I see FCS hot, not sure what it means). Also, when I load up weapons, I can see centerline tank, sidewinders, and that's pretty much it. Do I need tac pack to see the weapons (I'm not talking firing them as I understand you need tac pack for that). Do I need any additional .NET material?
Anyway, the plane is a fun to fly as it is.
François

For the helluvit, try placing a copy of the HornetFCS.dll located in the aircrafts Panel.Fleet folder into the FSX\gauges folder. In P3dv4 I have to have a copy in the gauges folder or I get the FCS Fail message. I know we're talking FSX here but give it a try and see what happens.
Title: Re: New FSXBA Hornet
Post by: bisinchi on September 09, 2017, 01:54:38 pm
Thanks Pat for your help.
OK, weapons selection is visible, but resetting the FCS doesn't change the warning. It does not prevent me from flying though.
My default flight is the default FSX one (at Friday Harbour).
Regards,

François
Title: Re: New FSXBA Hornet
Post by: Azframer on September 09, 2017, 07:14:51 pm
With the updated auto installer I get a bunch of warnings of multiple objects with the same name. I will have to go through and figure out which planes in the config file those planes are and change the names. Blue Angels test came up a few times so that could be 7 or 8 of them.
Rick
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 09, 2017, 09:51:05 pm
With the updated auto installer I get a bunch of warnings of multiple objects with the same name. I will have to go through and figure out which planes in the config file those planes are and change the names. Blue Angels test came up a few times so that could be 7 or 8 of them.
Rick
Hi Rick :)
When you get those duplicate plane messages after installing a new version, it means you still have a previous version, or two, or three :D, installed. What I do when that happens is to take the version number, in this case v17.1.31, and add it to the two lines in the aircraft.cfg file, thus:
.
.
.
[fltsim.13]
title=FA-18C - NSAWC 26 v17.1.31
.
.
.
ui_variation="NSAWC 26 Grey Camo v17.1.31"

It takes some pasting, but once it's all done, I can there-after very easily tell which is a previous version. That way I can compare quickly and easily how an older version looks/flies with the current version.
Just the way I do it. I am sure there are other, probable better, ways.

Hey Francois. Try what Mr. Ctec1 said: Place a copy of the Hornet_FCS.dll file into your FSX\Gauges folder, and see if that helps.
Also, did you place the effects that came with the new plane into your FSX\Effects folder? There is a folder named Extras in the planes main folder, thus: D:\steam\steamapps\common\FSX\SimObjects\Airplanes\FA-18C_FSXBA_BA_17.1.31\Extras and inside the Extras folder is one named Effects. Copy the entire Effects folder over to your FSX\Effects folder, telling it to merge the two when asked, and saying yes to any over-writes that may pop up. I don't think that will fix the FCS HOT, but who knows :D
I'll keep looking. I have a possible lead inside the lights.XML file, that may have to do with the FCS HOT warning, but I need to do some testing. I am lousy at working with .XML files.

Not super helpful, but I'm doing the best I can for ya :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: Azframer on September 11, 2017, 07:49:04 am
Pat, I used windows uninstaller and it did not delete the last version. I thought it would and assumed. It didn't delete those files, I took care of it now.

Thanks, Rick
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 11, 2017, 07:56:05 am
Pat, I used windows uninstaller and it did not delete the last version. I thought it would and assumed. It didn't delete those files, I took care of it now.

Thanks, Rick
That'll learn ya to trust Windoze anything :D
Seriously, I'm glad you got done what you needed to. I always double check "un-installs", and manually do any deleting they miss. Often a lot of deleting. heh...
Anywho, enjoy!
Pat☺
Title: Re: New FSXBA Hornet
Post by: 72westy on September 12, 2017, 12:24:48 pm
Would like to install the current version (17.1.31) but I do not have 'Acceleration FA-18' installed. What can or do I need to do? I'm running P3Dv3.4.22.19868

Thanks
Title: Re: New FSXBA Hornet
Post by: Azframer on September 12, 2017, 07:04:26 pm
Would like to install the current version (17.1.31) but I do not have 'Acceleration FA-18' installed. What can or do I need to do? I'm running P3Dv3.4.22.19868

Thanks
Just install it to your P3Dv3.4, it is like having the acceleration pack, the same goes for if you have FSX SE.
Rick
Title: Re: New FSXBA Hornet
Post by: 72westy on September 13, 2017, 03:59:52 am
Would like to install the current version (17.1.31) but I do not have 'Acceleration FA-18' installed. What can or do I need to do? I'm running P3Dv3.4.22.19868

Thanks
Just install it to your P3Dv3.4, it is like having the acceleration pack, the same goes for if you have FSX SE.
Rick

So I do not need the Acceleration FA-18 installed for P3Dv3? The installer says otherwise.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 13, 2017, 08:30:57 am
No, you don't need the entire plane. What you DO need is the file F-18.dll in your gauges folder. If you have a copy of FSX Acceleration, you can just copy the file over to your P3D\Gauges folder.
Due to legalities, I am not at all sure what you can do if you do NOT have a copy of FSX Acceleration, FSX Gold, or FSX:SE, all of which will come with the .dll included. My LEGAL suggestion would be to buy FSX:SE and use the file from it. It's relatively inexpensive, sometimes on sale for downright cheap. Heck, I bought it for $5.00 when it first came out. I've seen it on sale for about $7.99 or so...
Just my thoughts on the subject.
Pat☺
Title: Re: New FSXBA Hornet
Post by: 72westy on September 13, 2017, 07:29:04 pm
No, you don't need the entire plane. What you DO need is the file F-18.dll in your gauges folder. If you have a copy of FSX Acceleration, you can just copy the file over to your P3D\Gauges folder.
Due to legalities, I am not at all sure what you can do if you do NOT have a copy of FSX Acceleration, FSX Gold, or FSX:SE, all of which will come with the .dll included. My LEGAL suggestion would be to buy FSX:SE and use the file from it. It's relatively inexpensive, sometimes on sale for downright cheap. Heck, I bought it for $5.00 when it first came out. I've seen it on sale for about $7.99 or so...
Just my thoughts on the subject.
Pat☺

Thanks Phantom. I do have the boxed Gold and Steam version but I jumped over to P3Dv3 awhile back and scuttled both off the hard drive. Don't wish to reinstall either of them.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 13, 2017, 09:13:19 pm
I may be wrong, but I think you can find F-18.dll on the installation CD for FSX Gold. Search through the CD should turn it up. If it's zipped, you can just use WinZip or 7Zip to unzip it into a temp folder. Just copy it from there into P3D\Gauges.
Should work.
Worst case scenario, install SE, or Gold, back onto a HD someplace and get the file from it, copy it to where it needs to be, then delete FSX again. Kind of a long process, but not difficult, if you see what I mean.
Hope this helps somewhat...
Pat☺
Title: Re: New FSXBA Hornet
Post by: Azframer on September 13, 2017, 09:21:23 pm
If you need the dll file PM me and I can help you out.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 14, 2017, 07:37:45 am
I just didn't want to get involved with any MS legal problems. Like sending someone a file I shouldn't. NOT saying you will, or are or whatever. It's just why *I* didn't want to send any files here or there, if you see what I mean.
I don't even KNOW that it would be a problem. I'm just chicken :D
Pat☺
Title: Re: New FSXBA Hornet
Post by: Azframer on September 15, 2017, 01:04:17 am
P3D is done by Lockheed Martin, I guarantee it has more to do with the F/A-18 is contracted to Boeing more than it has to do with Microsoft. They at Lockheed Martin just did not want to add their competitor. Maybe if they were minor but not a major one.
Title: Re: New FSXBA Hornet
Post by: D5turbi on September 18, 2017, 05:46:58 pm
HI,
I installed the FA-18 17.1.31 from the .exe file on P3D v3.4 and added the file F-18.dll to my gauges library.

After selecting the FA-18, a screen says that the configuration file "Gauges \ dsd_fsx_xml_sound.gau" is not found and that the file "Gauges \ dsd_fsx_xml_sound.ini" will be used by default.
Then at the loading of the plane, P3D says "FCS Fail".
and when I quit P3D, it says that I have detected many errors and I get the ContentErrorLog.txt join to this post:

Can you tell me what is wrong in my installation and how to fix it.
Title: Re: New FSXBA Hornet
Post by: PhantomTweak on September 18, 2017, 08:34:59 pm
I could be wrong, I often am, but it looks to me like either your gauges didn't install for some reason, your Hornet_FCS.dll is the wrong one, or the .NET Framework wasn't allowed to install.

OR, you didn't accept the gauges when you first ran P3D. I don't have P3D, so I can't say for certain, but I think when you install a new plane, like in FSX, it asks you if you want to allow the gauge to run. You must answer YES to the question when the little box pops up when you first select the new plane to fly.

First thing you should do, IMO, is to go back a couple pages of this thread, to where Jimi posted an updated Hornet_FCS.dll, download it, and install it according to the directions he gives in the same post. I'll see if I can find it for you...
EDIT: I found it. It's on page 99 of this thread, down near the bottom. Or, just follow this link: http://www.fsdreamteam.com/forum/index.php/topic,6944.msg117227.html#msg117227 (http://www.fsdreamteam.com/forum/index.php/topic,6944.msg117227.html#msg117227)
Hope this helps...
Pat☺

You didn't interrupt the install at any point, did you? Sometimes, during the .NET Framework install, it can LOOK like it's locked up, but it's not. You have to just let it run until it's finished. Can take a few minutes, up to 15 or so.

I hope something in all my babbling helps...
Pat☺
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 19, 2017, 12:30:49 am
HI,
I installed the FA-18 17.1.31 from the .exe file on P3D v3.4 and added the file F-18.dll to my gauges library.

After selecting the FA-18, a screen says that the configuration file "Gauges \ dsd_fsx_xml_sound.gau" is not found and that the file "Gauges \ dsd_fsx_xml_sound.ini" will be used by default.
Then at the loading of the plane, P3D says "FCS Fail".
and when I quit P3D, it says that I have detected many errors and I get the ContentErrorLog.txt join to this post:

Can you tell me what is wrong in my installation and how to fix it.

D5turbi,

Getting the jet to work on v4 is a little different and involves a few extra steps other than just running the exe.  First, the F18.dll is not completely functional in v4, so it is not the fix-all for the jet.  Next, you will need to put both the FCS.dll and sound.gau files that are in the Panel.Fleet folder into your P3D/Gauges folder as well. 

If for whatever reason, you are still having issues with the FCS, go to http://www.fsdreamteam.com/forum/index.php/topic,6944.msg117227.html#msg117227 , download that version of the FCS and place it in the P3D/Gauges folder instead (as Pat has already advised).

If it still doesn't work, I recommend reinstalling the .NET as Pat has advised as well.

Please not, that we are still working on getting the jet fully functional in P3Dv4, so much of the avionics in that bird are still INOP.  The FCS should work however if you place the correct files in the correct folders.  The link below, is what we've progressed to so far for P3Dv4 in terms of avionics.  DON'T EXPECT MUCH as it just supports top-level functionality for the DDI pages, but it's better than nothing at all.  As I said before, this is going to be a slow, painful process, unless I get some assistance from some skilled coders who know how to do avionics.
 
Link: https://drive.google.com/open?id=0B3So3WwTLPRZV2JGZmdzNkNTbkE

If my memory serves me correctly, only the left and right DDIs work wit this variant.  You will need to press the top button on the left column of buttons to activate them.  Again, there are a lot of bugs with them.

Good luck!

Jimi
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 19, 2017, 12:50:12 am
Gents,

I've decided to start a new thread so I can have a little more control over posting and updating the tread.

All updates for the project will be posted at: http://www.fsdreamteam.com/forum/index.php/topic,16514.0.html (http://www.fsdreamteam.com/forum/index.php/topic,16514.0.html)

Please continue to provide your inputs and feedback there. 


Thanks.

-Jimi
Title: Re: New FSXBA Hornet
Post by: D5turbi on September 19, 2017, 08:26:29 am
Jimi08,

I have not installed on P3D v4, but on P3D v3.4  ;)
Jean
Title: Re: New FSXBA Hornet
Post by: jimi08 on September 19, 2017, 04:52:56 pm
I would recommend the same fix actions minus using the 64-bit version of the FCS.  Use the original, 32-bit version instead.
Title: Re: New FSXBA Hornet
Post by: D5turbi on September 19, 2017, 05:35:21 pm
After apply your recommendations, I get the same issues  :-[

I will test an install of the FA-18 for fsx acceleration and, after, reinstall the FSXBA Hornet.

Regards

Jean
Title: Re: New FSXBA Hornet
Post by: 72westy on October 04, 2017, 03:19:01 am
After apply your recommendations, I get the same issues  :-[

I will test an install of the FA-18 for fsx acceleration and, after, reinstall the FSXBA Hornet.

Regards

Jean

Do you have all versions of simconnect installed?
Title: Re: New FSXBA Hornet
Post by: nickatnight on November 12, 2017, 01:49:23 am
Hello!!! I'm very excited to be apart of this forum(New Member) and my question is: Where is the inverted fuel pump switch/lights location on the latest Blue Angels Hornet? Also pics would be great if possible
Title: Re: New FSXBA Hornet
Post by: jimi08 on November 12, 2017, 04:15:00 am
Nick,

Welcome to the forums!

The inverted fuel pump can be accessed in one of two ways:  1. By clicking on the appropriate switch in the virtual cockpit (see attached picture), or 2. By going to Key Assignments and assigning a button or key to the "Auxiliary Fuel Pump" function.

Keep in mind, that even with the inverted fuel pump on, you only can stay inverted for about 45 seconds or so before the engines go out.
The lights on the right side of the dash indicate the following:
White:  Pumps are armed/on
Green:  Pumps are active (only happens while inverted/negative G)
Red:  Danger Zone.  You only have about 5 seconds before the engines go out

Hope this helps.
Title: Re: New FSXBA Hornet
Post by: nickatnight on November 14, 2017, 12:19:08 pm
Thank you Jimi08....That helps 100% Got it and thanks again.
Title: Re: New FSXBA Hornet
Post by: jimi08 on January 26, 2018, 03:51:34 pm
Jimi,
What's up bro? O ok,I got you on the multi-player aspect. My bad for being vegue about what I meant about the outside environment, but what I meant was, in the default F-18 and earlier versions of the ones we have now is that, when flying, it seems like to me that the outside world is moving faster. Especially in cockpit view. I don't know if it has anything to do with the camera settings or something dealing with the inertia settings. For example, say your doing like, 500kts and 200ft AGL in the default F-18 and you look out down @ the ground, you feel like your doing 500kts,lol. Buuuut in our version it look like you going a little bit slower. But hey,maybe it's just me.😁

I was still thinking about this the other day.  I think it might have something to do with the zoom.  The more you use zoom during flight, the slower the perception of speed.  Try zooming out while flying.