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General Category => Unofficial F/A-18 Acceleration Pack board => Topic started by: Sludge on February 11, 2013, 08:10:47 pm

Title: Sludge Hornet v2.0
Post by: Sludge on February 11, 2013, 08:10:47 pm
Fellas...

Checking back in here at FSDT, to let everyone know that I will be releasing a SH v2.0 Test Candidate shortly. The main problems have been streamlining/reorganizing the setup (ie. moving Betty Sounds to main gauges/sounds directories), improving the effects both looks-wise and less FPS, and incorporating some of JIMIs XMLs into my mods. Remember, we are similar-in-spirit (modding for more realistic Hornet) yet different-in-the-details (me=less XMLs/coding, more baseline A/C; Jimi=more XMLs/keybinding commands), so when he comes out with some great XMLs, I have to "slim them down" to get the to work with my mod version of the Hornet.

Another HUGE problem has been the prior installer and I'm working on making a completely new installer that will work with all Windows versions. I know the last installer worked well in WinXP but since those days are over, and the community is mostly Win7, the new installer will be built to work with Win7 PRIMARILY. I've been getting personal feedback from people who couldn't get the installer to work and I've encountered the same problems. Dont worry, its being addressed.

In regards to the TC release, once you install it, just know some of the XMLs are still "in work" status and wont be properly tweaked. Feel free to let me know any real-world discrepancies or even perceived discrepancies. As always, your inputs will be factored into the final release, even if some are not NATOPS-approved. However, thanks in advance for everyone's support and I hope this latest version's updates will make everyone's FSX naval aviation experience more enjoyable.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: SpazSinbad on February 11, 2013, 09:00:49 pm
Sounds great Sludge. Many thanks for your hard work - along with Jimi - and not forgetting FSXNP!
Title: Re: Sludge Hornet v2.0
Post by: Johan on February 11, 2013, 09:05:17 pm
Good to have you back Sludge. Thank you - Johan
Title: Re: Sludge Hornet v2.0
Post by: Sludge on February 11, 2013, 10:35:05 pm
Fellas...

In addition to my initial comments, also be aware that this TC will have ONE TEST BIRD scheme in the FX version, to give a full feel of the updated effects. As I get closer to a full release point (v2.0 Full Release), I will integrate the changes/fixes (from users and NATOPS-required) with the Basic (non-effects/multiplayer) version and also with the Capt Sim Delta Hornet.

Again, alongside JIMIs FSXBA Hornet, and some other possible releases, this year should be really good in terms of legacy Hornets in FSX. Their demise has been woefully overstated, IMO, as there are plenty of us legacy Hornet lovers out there who are still in the biz of keeping them alive in FSX Nav Av.

Thanks for the good words, its good to be back. In my protracted absense from the board, was great to see others taking the lead here, as well as the vLSO progress. I have been doing some testing myself, against my changes/fixes, and will be giving Serge inputs in the near term.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: Sludge on February 19, 2013, 08:55:41 pm
Fellas...

Another update, this last weekend, I was able to get alot of things done with the ongoing revamping of the Sludge Hornet file structures.
1- Now all the Gauges will be referenced from the main FSX\Gauges folder, so changes will happen across all platforms (Basic/FX, CS Delta Basic/FX, and default) by modding the base reference XMLs. Say if I change the PA-PID.XML (powered approach-PID, controls auto-trim), it will now change that behavior for all of them because they all reference this one gauge.
2- Re-designate/re-reference all textures to the main FA-18 folder, via ALIASing in each particular texture folder, so that all platforms can include them easily.
3- Moved Sounds to main FSX\Sound folder, so they too can be modded/used by all platforms far easier than previous versions.

*- The installer should be able to make all the necessary changes but I'd recommend starting from scratch by deleting the old Sludge Hornets when I send out the v2.0 Test Candidate.
** Keep in mind that most of these revamping changes listed in this post will mostly benefit me or other modders, so that we can change stuff across multiple platforms with far less pain than the current setup. Also, it will help those that like to change their jets to suit their particular likings. Say in regards to the IFLOLS gauge (not the FLOLS on the carrier)... some like this, others cant stand it. This way, it'll be far easier to mod and you'll only have to make a few line changes to the panel.cfg file to get what you want. Once the base files are setup in the FSX\Gauges folder, the only thing you'll have to worry about is getting the panel.cfg gauge syntax right. The more people that get into modding, the more we win....

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: pyroperson87 on February 19, 2013, 11:35:46 pm
** Keep in mind that most of these revamping changes listed in this post will mostly benefit me or other modders, so that we can change stuff across multiple platforms with far less pain than the current setup. Also, it will help those that like to change their jets to suit their particular likings. Say in regards to the IFLOLS gauge (not the FLOLS on the carrier)... some like this, others cant stand it. This way, it'll be far easier to mod and you'll only have to make a few line changes to the panel.cfg file to get what you want. Once the base files are setup in the FSX\Gauges folder, the only thing you'll have to worry about is getting the panel.cfg gauge syntax right. The more people that get into modding, the more we win....

Excellent. I was actually considering putting together a "Pyro Hornet" that was going to be similar to this for the exact same reason.  Glad to see you're making some headway on it.

Pyro
Title: Re: Sludge Hornet v2.0
Post by: Sludge on February 27, 2013, 06:27:30 am
Pyro...

Making some really good headway on it. Ive got all gauges and textures synced up, so that you only have to do a few mods and ALL your Hornets (even the default if so desired) can have all the same things the Sludge and/or FSXBA Hornet have with a few, simple mods. The texture side is a TAD BIT trickier to make happen than the gauges, as you have to do a local ALIAS folder and then have a main default F-18 FALLBACK folder, but once that's done, bamm-o, you can then add the aircraft.cfg entry and it will sync right up. Works like a champ.

Plus, I'm finding that the Capt Sim Hornet adaptations are coming long equally well. I just have to remember to hit the rack at a decent time so I dont make boneheaded mistakes that make me backtrack the next day to clear up something simple. And, as before, after I get out a FULL RELEASE of the Sludge v2.0, I will do a limited FSDT release here for CS Weapon implementation to all Sludge variants.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: Sludge on February 28, 2013, 07:11:46 pm
Fellas...

Update from last night's work. Along with ALL the textures (not just the NASA HARV), I can also include the Capt Sim Delta Hornet, if people want. Things have gone soo well in re-configuring the gauges and espcially the textures that its now a snap to update and include ALL the previous textures (some default, Ray Gagnon's, and Micro's) into the Test Candidate release. Once you get the hang of it, its soo easy.

Also, I will DISABLE the PA PID (Powered Approach Proportional-Integral-Derivative) XML for the time being, as its still too "notchy" to use well, so you will have to set trim manually when dirty. You'll still have the Trim-Weight-Fuel gauge that comes up, so you can see the Trim settings without having to look anywhere else.

Most of the gauges should work as before. I've added the freeware VC Shake gauge package that "shakes" the VC during medium to high Gs and gives a rattling sound during high Gs. Also, have reconfigured Doug Dawson's Sound gauge so that IF you have a USB headset along with outside speakers, the Betty warnings will happen in your headset. If you dont and just use speakers, you'll get them through your regular speakers.

The Capt Sim gauges have been reworked and included into the littany of gauges in the Sludge Hornet. The 2 CS gauges (ACLoad and Animations Control) are grouped in the same Window, and they are positioned at the upper left and right. They are "special" case gauges, so they will remain visible even when you switch views.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: Sludge on February 28, 2013, 11:35:24 pm
Frenchie...

Me too. Especially once I release it and start getting feedback from you guys about the installation (good/bad) and if the jet works as advertised.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: hrnet940 on March 01, 2013, 01:20:47 am
I too am looking forward to flying it and getting you some feedback on its handling and landing characteristics.  I like the Test bird and have been flying it quite a bit.  I always replace the default hornet with yours.

I hate to ask this here, but here it goes.  I just tried to register on your forum Sludge and Christian Snow is not the answer to the question for registering.  What is the answer then?  Please!

Wayne
Title: Re: Sludge Hornet v2.0
Post by: Victory103 on March 01, 2013, 04:53:44 am
Sludge, thanks for keeping the updates running parallel with the CS Delta, the one I normally fly since I can actually change the stores in game, something I wish the FSX-A model was designed with from the start. Looking forward to the test flights with the family wagon.
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 01, 2013, 06:39:56 pm
Victory...

Sludge, thanks for keeping the updates running parallel with the CS Delta, the one I normally fly since I can actually change the stores in game, something I wish the FSX-A model was designed with from the start. Looking forward to the test flights with the family wagon.

No problem. I know as far as realism, its better to fly the CS Delta as you have the added weight and sluggishness that the ever-present two drop tanks (real world Legacy Hornet ops) will give you. Plus, as you said, you can add A/A or A/G stores and the look is really cool.

Family wagon... LOL.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: hrnet940 on March 03, 2013, 11:37:48 pm
I love flying this version, F/A-18A+ test bird.  I noticed that when the tail hook is lowered, it extends into the scenery and partially disappears.  Is this something I can modify?  The trim also does not respond as it used to.  It also auto adjusts to 5.0 when the gear/ flaps and hook are configured for carrier landing.  Is this the normal setup?  I am working hard at getting to know this aircraft better to give you a better feedback when the 2.0 version bird comes out.   Lots of circuit work here at my home base Trenton Ontario Canada, CYTR. 

Wayne
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 04, 2013, 04:01:03 am
Hornet...

I love flying this version, F/A-18A+ test bird.  I noticed that when the tail hook is lowered, it extends into the scenery and partially disappears.  Is this something I can modify?  The trim also does not respond as it used to.  It also auto adjusts to 5.0 when the gear/ flaps and hook are configured for carrier landing.  Is this the normal setup?

OK, to question 1, yes... you can modify it. Its in the [Hook] section of the aircraft.cfg file. Now, this only happens on the carrier right? The reason for this is an FSX-to-real world work around, like we talked about in the vLSO thread. The "wires" of the FSX carrier are behind and higher than the physical model. That's why without the mod, if you catch the hook, more than likely you'll do the "pee pee" dance. In essence, due to inaccurate scaling of the FSX carrier models, you are doing an inflight engagement of the arresting gear when it APPEARS you are landing on the deck.

Question 2. Yeah, the trim is auto-configured and once you get within "LIMs" (parameters), in AoA, less than 180 kts, in a dirty config, the auto-trim XML will kick in. Once the v2.0 Test Candidate comes out, it will have the auto-trim DISABLED, so you'll have to put the trim in yourself. Once I figure out a way to lessen the Powered Approach XML "notch" (where the XML literally GRABs the TRIM inputs and abruptly dumps in trim to get you at 8.1 AoA), I'll show you how to RE-ENABLE it, so you can give me feedback.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 04, 2013, 04:35:03 am
Fellas...

Working on the installer now. Having to do alot of reading and whatnot, but the jets are ready to go, now I just have to get the installer working.

Will keep you updated as I make progress.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: hrnet940 on March 05, 2013, 03:27:59 am
The hook disappears when I am on land airports too.  That is why I mentioned it.  I remembered that the carriers can have this problem, but not on land.  I like having control of my trim for the entire flight and have become quite good at trimming the older Sludge Hornet, 1.2 I think.  I also fly the VRS Super Bug and love the ATC APR on it, but that's a Super Hornet.  This is an aircraft, your hornet, that you  can mush it around in corners and really have fun flying it.  The other one handles very different.  I am liking yours to fly on and off the boat more.  We up here in Canada have model A and B hornets that just had an update a number of years ago so I enjoy being able to see the cockpit that has that style engine and fuel gauge.  Thanks for keeping this bird alive!!

Thanks,
Wayne
FSX Hornet Pilot
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 05, 2013, 07:50:36 am
Hornet...

OK, thanks for that update. I'll look into it once I get my head wrapped around this Installer. Also, yes, this version of the Sludge will have no auto-trim, you'll be able to set it yourself, til I can figure out a better method for allowing the XML to auto-trim.

Thanks for the good words, and seriously, I LOVE the Legacy Hornet. After the Miramar trip and real-world Legacy sim time (thanks again, CAPT Bromley), I still wish I had the skills to really code and get the look and the feel of that sim.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 06, 2013, 08:14:09 am
Fellas...

OK, change 10 to revision B. As I'm expecting my new processor (AMD FX 8320) in tomorrow and will be dismantling my computer to install/test it, I'm gonna release Sludge v2.0 TC1 tomorrow as just the FA-18A+ Basic/FX versions in .ZIP files. It will be a whole package with basic install instructions and a quick overview of changes for you to test out.

Now, keep in mind, this is MOSTLY a functional check of the new style/system I'm employing while still giving you something to get your hands on and test out. Meaning, backup (cut/paste outside the FSX/Airplanes folder) or delete, any prior Sludge installs you may have done prior to installing this TC1 version.

I'll list some of the changes I've done, but mostly want to make sure it installs into everyone's system FIRST and FOREMOST and that you get all the gauges, textures, and effects. As mentioned before, the PA PID.XML will be disabled in this version, so when you attempt landings (land/carrier), you'll have to set the trim manually.

Other than that, if it installs correctly (you get ALL exterior textures, the 2D/VC/Gauges, Betty voice sounds, and the effects work), by all means, have fun and test her out... especially around the boat and using Serge's vLSO.

I'm mainly doing this to get it out there before I do this processor upgrade IN CASE something goes wrong (they are machines built by humans, after all) and I'm unable to continue working on the Sludge for the near future.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: pyroperson87 on March 06, 2013, 07:29:01 pm
Is this going to be a wide release or just here on FSDT?
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 06, 2013, 09:29:29 pm
Pyro...

Just here on FSDT, via a link to my website.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 07, 2013, 05:03:55 am
Fellas...

Here it is. Sludge Hornet v2.0 TC1.

http://www.sludgehornet.com/downloads/FA-18A+ TC1.zip (http://www.sludgehornet.com/downloads/FA-18A+ TC1.zip)

Download, read the install directions, follow, test for effectiveness. Then read the changes log and if the install worked have fun and get back to me with what you think.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: ctec1 on March 07, 2013, 12:04:29 pm
Thank You Sir, I'll be up and at it later this evening ;D

Thx Again
Title: Re: Sludge Hornet v2.0
Post by: pyroperson87 on March 07, 2013, 04:25:36 pm
Sludge,

Flew it around North Island a bit.  A few things I noticed:

1. At 0.0 trim, it has a pronounced nose-down effect.  Not sure if that is intentional or not, or if that's an anomaly on my system.
2. She hauls ass.  At 50% fuel load, a full burner takeoff had me at almost M.70 by the end of the runway.  Seemed a heck of a lot faster than previous iterations of the Sludge Hornet.
3. I personally don't prefer the transparency of IFLOLS gauge.  I do however love the new positions of all the gauges.
4. The new PLAT is absolutely B*TCHIN!  Now to get it working with SF mission 2.5...multiplayer carrier ops wouldn't get much better than that.
5. Install process was a breeze.  Love the new file structure.
6. The new HUD size in VC was awfully tiny and at some points difficult to read.  I fly with the viewpoint zoomed out to .40 so as to see the MFD's, which worked great on the previous Sludge Hornet.
7. The effects all looked good.  The new G load vibration effect is pretty sweet.

That's all I have for now.  Hopefully I'll get some time this weekend to fly some passes at the boat.  Excited to try the new cat shot.

Pyro
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 07, 2013, 05:05:34 pm
CTEC...
No prob, glad to do it.

Pyro...
Thanks for the quick eval and comments, exactly what I'm looking for from all the fellas.

1- Yes, it is intended to be a tad forward-balanced. This is where me and JIMI have diverted methods. I have a slightly unbalanced jet (as the default is), so the XMLs dont have to do as much and the jet will "fall" forward in a stall. Whereas JIMIs bird is balanced and he relies more on XML coding to keep the jet trimmed up. Once I get the PA PID fixed, I'll slowly integrate the UA-logic auto-trim, so that you wont even notice the nose down tendency.
2- Yes, also been tweaked since last time with the afterburner/mach curves. Probly too much on the GENEROUS end, so that will take some tweaking. How was MIL (non-AB) performance?
3- OK, no problem. If you're comfy with the Panel.CFG files, go in there and change the transparency value in that particular [window], then reload the aircraft. You can get it to your liking.
4- Good, glad you like it.
5- Good, hopefully this will encourage more users to get their hands dirty doing some modding?! Its a lot of fun and addictive once you try it and see your changes take effect.
6- Yeah, I've heard that before and I have the luxury of a 32" 1080p TV/monitor. When I get my system back online, I'll put that high on the TO DO list. I'm not a fan of the default Combat HUD size, but I can put that in there, if you like it? I'd like to hear from others on this as well. Does JIMIs HUD sizing work for you?
7- Ya, its a blast pulling Gs and SEEING/HEARING the VC rattle, right?!

If you get a chance, lemme know if you have a separate USB headset and you hear Betty through it?

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: pyroperson87 on March 07, 2013, 09:25:28 pm
Sludge,

Got a spare minute and flew a pass at the boat.  As soon as I trapped, the brakes were applied without any input from me.  Pushing period or my mapped brakes button on my stick didn't do anything.  Setting the parking brakes and then releasing them was the only thing that worked.  After that however, I had no normal braking, only parking brakes.  Made it a bit tough to get hooked up to the cat.  Hooked up to the cat and the first thing I noticed was the new trim setting that was automatically applied.  Way cool.  At 50% fuel load and MIL power, my IAS at the end of the cat stroke was a bit low and I took a nice little swim.  I only had time for the one pass, so I'll keep trying it out again some other time and try some variations of what I was doing earlier to see if the results differ.  I'll let you know.

Pyro
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 07, 2013, 11:43:27 pm
Pyro...

As soon as I trapped, the brakes were applied without any input from me.  Pushing period or my mapped brakes button on my stick didn't do anything.  Setting the parking brakes and then releasing them was the only thing that worked.  After that however, I had no normal braking, only parking brakes.

I thought I turned that OFF, when I get my computer up and running, I'll re-check the XML to make sure its NOT engaging all the time. Part of the problem I had when I first tried this WORK-AROUND, was how it didnt engage/disengage properly. This is my second full go-around with using the brakes this way. Lemme see if I cant fix it when I get a chance. If I can get it to work, its a great way to slow CAT SHOT speed to realistic but it can be a pain, especially if certain conditions aren't being met or read in the XML. In essense, the XML is "sensing" a condition and applying LEFT and RIGHT Brake AXIS to the amount I've programmed in. I may try to avoid using AXIS Braking and see if I can enable it thru the use of the aircraft brakes themselves. Its a similar problem to what JIMI encountered when having a speed limiter set to the THROTTLE AXIS... if the XML sets an AXIS, it will check against that joystick AXIS, and not A:VAR.

Thanks for the heads up. Also, if you can remember, you were at MIL for takeoff, what was your end-cat IAS? And what was your carrier speed? Standard?

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: pyroperson87 on March 08, 2013, 01:35:50 am
Sludge,

I don't remember my speed at the end of the stroke but I remember it being triple digits.  I was using your custom AI boat traffic just off North Island with the almost exactly the same wind setup you said you used.  I think you said the boat was 15kts and I have the wind setup at 308 at 16kts.

Pyro
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 08, 2013, 05:37:34 am
Pyro...

OK, roger that. I'll see what I can do now, as I got MY NEW PROCESSOR installed and everything is up and running good.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: Victory103 on March 08, 2013, 05:22:29 pm
Any issues with installing in the CS twin seater? Didn't want to mess anything up during the install, but the file structure does seem easier to manage now.
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 08, 2013, 08:20:02 pm
Herb...

Renaming the .zip to .cap did not make any different, No HUD and afterburner is lighted. See Picture. Herb
OK, Afterburner is now working right, But NO Hud, No shift 1,2,4,5,6,7,8,9 working except the GPS show.

OK, just sent you a PM but might as well post it here in case others are having similar issues. You need to make sure the FA-18.A-D ZIP folder is in its UNZIPPED version (regular folder) INSIDE the FSX\Gauges folder. If you dont, the current Sludge system will have no way to access the needed folders.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 08, 2013, 08:28:17 pm
Victory...

Any issues with installing in the CS twin seater? Didn't want to mess anything up during the install, but the file structure does seem easier to manage now.

None that I know of, other than making sure my CS Delta Hornet package doesnt include CS-Specific files (ACLoad.CAB, ANIM.CAB, Delta.GAU) that I cant send out to everyone. Should be ready shortly (prolly this weekend) in a separate rollout here. You'll have to do a few copy/paste of CS-specific gauges and/or files (that are required to run CS Delta Hornet), but after that, its almost word-for-word the same as the baseline Sludge Hornet install procedures. Same file/gauge convention, mostly the same gauges, including Combat HUD... no CS Weapons HUD yet.

Fellas...

What's the word from everyone on the Combat HUD sizing? Too small for everyone's liking?

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: pyroperson87 on March 08, 2013, 10:59:27 pm
Herb,

I see your problem.  You unzipped the CONTENTS of the gauges folder to the FSX gauges folder, which is incorrect.  You should unzip the gauges folder and keep it's file structure intact, and then copy THE ENTIRE FOLDER over to the FSX gauges folder.  Hope that makes sense.

Sludge,

I forgot to mention that a few posts back...Yes I prefer Jimi's HUD size.  A hair smaller than that would probably still be fine.

Pyro
Title: Re: Sludge Hornet v2.0
Post by: Herbie on March 08, 2013, 11:23:54 pm
Herb,

I see your problem.  You unzipped the CONTENTS of the gauges folder to the FSX gauges folder, which is incorrect.  You should unzip the gauges folder and keep it's file structure intact, and then copy THE ENTIRE FOLDER over to the FSX gauges folder.  Hope that makes sense.------------------------------

Hello Pyro!
My mistake, I renamed the Gauge folder to FA-18A-D  :) and all is well. Better a bad start and a good ending as the other-way around. Herb
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 09, 2013, 01:04:52 am
Pyro...

Good deal, thanks. I'll probly up the size of the HUD for everyone this weekend, test it out, and put it out there for all to try. Thanks for the help, in getting Herb squared away.

Herbie...

Glad its working for ya now. Enjoy.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: ctec1 on March 09, 2013, 02:24:57 am
Got t admit I had some trouble getting it installed also. But she's good to go now.   I haven't had a chance to read thru the docs yet but did a few quick flights and did notice the tendency to nose down. I also think the HUD needs to be a tad larger. Will fire up vLSO in the AM and spend a little more time with it. BTW  I'm using P3D and so far so good


Sent from my iPhone using Tapatalk
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 09, 2013, 10:42:13 pm
Fellas...

http://www.sludgehornet.com/downloads/FA-18A+%20HotFix.zip (http://www.sludgehornet.com/downloads/FA-18A+%20HotFix.zip)

Here's a HOTFIX for some of the problems you've listed. Especially of note is the Combat HUD and ALL Gauges/Windows visibility. I changed the Combat HUD to a more readable size and have made all alpha transparencies at 0.85, so they will appear brighter and you can read them easier.

Also, I DISABLED the BrakeAssist XML, as well as a VC texture fix.

Enjoy.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 10, 2013, 02:03:15 am
Frenchie...

Is your question, "the sim is looking for the Sounds.INI file in FSX\Sounds folder rather than FSX\Sounds" asking about where the Sludge panel.cfg and DSD gauge will look for the Sounds.INI file? Or is there an error with the Betty sounds?

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 10, 2013, 02:10:04 am
Frenchie...

Ya, no problem, take your time.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: ctec1 on March 10, 2013, 02:50:43 am
Frenchie,

I had the same error. Those files from the sounds\FA-18.zip have to go inside a folder named FA-18 inside the FSX\Sound folder. For example:   

D:\FSX\sound\FA-18. Hope that makes sense.
Title: Re: Sludge Hornet v2.0
Post by: Herbie on March 10, 2013, 06:21:16 am
Frenchie,

I had the same error. Those files from the sounds\FA-18.zip have to go inside a folder named FA-18 inside the FSX\Sound folder. For example:   

D:\FSX\sound\FA-18. Hope that makes sense.

Like this Frenchie. Herb
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 10, 2013, 06:52:45 am
Herb...

Much thanks for that ILLUSTRATIVE EXAMPLE. Very easy to see and understand.

Frenchie and CTEC...

Did Herb's example clear up the problem? If not, we can keep trying to fix it here, or we can meet up on Skype tomorrow and I can talk you through it on a share screen.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: ctec1 on March 10, 2013, 02:01:22 pm
All is good here thx. I made the same mistake that Frenchie has made. I extracted the sound files directly into the \Sounds folder instead of creating the FA-18 folder first. Maybe its WinRAR thats messing things up. For example when i open the gauges folder and extract the FA-18.A-D.zip it doesnt create the FA-18.A-D folder it just extracts the files that need to go into the FA-18.A-D folder. I create my own FA-18.A-D folder in FSX\Sounds and extract the files to that folder.

Make any sense?
Title: Re: Sludge Hornet v2.0
Post by: BertAtHome on March 10, 2013, 05:41:16 pm
Hi

I struggled threw the same issues as mentioned. Had to tweak it all manually but still not sure I've got the sound right.
I didn't hear any of the Betty sounds from the \Microsogt Flight Simulator X\Sound\FA-18 map
Maybe someone can give us a clear picture of the map/file structures needed?

Thanks
Title: Re: Sludge Hornet v2.0
Post by: ctec1 on March 10, 2013, 06:28:41 pm
Bert,

Now that you mention it , Betty aint bitchin here either. hmmm...
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 10, 2013, 08:44:21 pm
CTEC and Bert...

Yes, as Herb showed, you have to have the FA-18 folder INSIDE the main FSX\SOUND folder.

Ill send pictures of both the FSX\Sound folder and whats inside the FA-18 (Betty) folder.

Look at the address bars of both to follow the installation structure. The STRUCTURE and NAMING must be followed exactly, as the Panel.cfg file is telling FSX to look in exact places for those files.

Later
Sludge
Title: Re: Re: Sludge Hornet v2.0
Post by: BertAtHome on March 10, 2013, 09:57:25 pm
Thanks Slugde, I think I've got it right now.

Sent from my GT-I9300 using Tapatalk 2
Title: Re: Sludge Hornet v2.0
Post by: ctec1 on March 10, 2013, 10:39:53 pm
I've had the structure set up as in the pic below and still cant hear Betty.

(http://sbcglobalpwp.att.net/c/t/ctec1/ATT_Files/P3D/Capture.JPG)

So I ran a fire test. I could hear Betty going thru the test but it was very faint and thats @ idle on the runway. During flight with the all the environment and engines sounds I barely can even make her out. So they are working but hardly audible. I'm using P3D and went thru the sound settings to try to increase the volume but havent had any luck just yet. I'm going thru my sound card settings also but so far havent seen a change. It might be something going on in my system but not sure at this point. Any ideas?
Title: Re: Sludge Hornet v2.0
Post by: Herbie on March 10, 2013, 11:06:08 pm
I've had the structure set up as in the pic below and still cant hear Bett

You are right, The Betty sound are to quiet. I did changed all of mine with a wave-editor. But, Sludge know another way. Herb
Title: Re: Sludge Hornet v2.0
Post by: Herbie on March 11, 2013, 06:26:37 am
Hello!
Did somebody notice: flying the approach, the Elevator- Trim changes. My setting won't stay, if a set it to 3, it goes lower or higher. Can't get a glide-slope. I use a wheel on my throttle for the trim set in FSUIPC Module.  Herb
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 11, 2013, 08:17:39 am
CTEC...

You can change the volumes of the individual sounds, but you might wanna check the your in-game FSX volume settings as well. Specifically, change the "voice" option under volumes and see if that doesn't solve your problem. What's the volume if you pull up the ATC window? If you can hear that loud and clear enough, let me know, and I'll look into changing the volumes of the Betty sounds. I'll look into it and see if there's possibly something else keeping the sounds low?

Herbie...

Hmm, did you install the HotFix.ZIP? If so, it should have the PA-PID.XML disabled so your trim inputs stay without any interference.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: ctec1 on March 11, 2013, 11:10:09 am
Sludge,

With voice slider @ 100% and all other sound sliders @ 10% Betty is barely audible. ATC is loud and clear. Ive checked my sound card settings as well and everything seems to be set correctly. Herbie says he experienced the same thing and changed the files via wave editor. Maybe its something specific to our systems. I have a Creative SB X-Fi sound card if that helps.
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 11, 2013, 04:43:33 pm
CTEC...

OK, that's what I was looking for. I can make them with much higher default volumes, dont worry about changing the .wav file volumes. I'll get new ones sent out that are 50% higher. I should be able to get that to you by tonight. Or you can do it yourself? In your earlier post, you have open the FA-18 folder with all the .wav files and the Sounds.INI file. If you open the Sounds.INI file with Notepad, you'll see a buncha of values near the bottom and their associated .wav file. The Betty .wavs are -1250, so change them to -650 and see what results you get. As you can see, the gun (M61) .wavs are -450, so that will give you a baseline as to how loud things can get.

Frenchie...

Ahh, I see. Good catch. Yes, you can DELETE the FSX\SOUNDS folder and KEEP the FSX\SOUND folder, as its the default and needs to be there.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: Herbie on March 11, 2013, 08:29:02 pm

Herbie...

Hmm, did you install the HotFix.ZIP? If so, it should have the PA-PID.XML disabled so your trim inputs stay without any interference.

Later
Sludge
[/quote]

 Installed it just now, thanks. Didn't had it before. Herb
Title: Re: Sludge Hornet v2.0
Post by: ctec1 on March 12, 2013, 12:21:11 am
CTEC...

OK, that's what I was looking for. I can make them with much higher default volumes, dont worry about changing the .wav file volumes. I'll get new ones sent out that are 50% higher. I should be able to get that to you by tonight. Or you can do it yourself? In your earlier post, you have open the FA-18 folder with all the .wav files and the Sounds.INI file. If you open the Sounds.INI file with Notepad, you'll see a buncha of values near the bottom and their associated .wav file. The Betty .wavs are -1250, so change them to -650 and see what results you get. As you can see, the gun (M61) .wavs are -450, so that will give you a baseline as to how loud things can get.

Sludge,

Per your instructions I edited the Sounds.ini file. Although the Betty waves are easier to hear now I still believe they are somewhat weak. Can I assume that a setting of -0 would be as loud as the file will play. If so I'm using that setting and still think the volume is a bit too low. Heres whats confusing, The "Over G" file is loud and crisp yet the "pull up" file is faint. Both files are set @ -0 in the ini. I tried using the -650 that you suggested but still get the same results. Just giving you some feedback on the sound issue. Its not stopping me from enjoying your work. Thx again!
Title: Re: Sludge Hornet v2.0
Post by: Herbie on March 12, 2013, 03:14:48 am

Sludge,

Per your instructions I edited the Sounds.ini file. Although the Betty waves are easier to hear now I still believe they are somewhat weak. Can I assume that a setting of -0 would be as loud as the file will play. If so I'm using that setting and still think the volume is a bit too low. Heres whats confusing, The "Over G" file is loud and crisp yet the "pull up" file is faint. Both files are set @ -0 in the ini. I tried using the -650 that you suggested but still get the same results. Just giving you some feedback on the sound issue. Its not stopping me from enjoying your work. Thx again!
[/quote]

Please go up a few Post and see the different between a low sound and the right edited sound. I did amplify by 3 dB most of the Betty Sounds.   For me this is the only way. You can double click any sound file in your computer, it should play with windows-player for a test. Herb
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 12, 2013, 06:44:37 am
Herb...

Actually, thanks for the testing and feedback. Yeah, if -0 is still too weak, feel free to double the baseline .WAV file itself.  The real beauty of the Sludge Hornet now is watching this happen, as more of you get involved in making your own tweaks from my baseline mods.

Yeah, I saw your amplified sound file, and if that works cool, you might wanna offer to pass those out to users here.

Fellas...

Of those of you that have flown JIMIs FSXBA Hornet, were the same Betty voice/warning sounds weak? If they weren't, please let me know, as I may have a FIX for those of you that dont use headphones. We use the VERY SAME stuff (DSD sound system/gauge) but I just do a different implementation for USB Headset users.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: hrnet940 on March 12, 2013, 03:10:21 pm
Just checked this out and it happens while I am at an airport, CYTR Trenton Ontario CANADA.  With the hook extended, it disappears into the ground.  I read the part on the carrier.

Wayne
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 12, 2013, 06:25:09 pm
Hornet...

Ya, thats part of the carrier trap workaround. If you are mostly "land-based" and like the hook visual, feel free to REM OUT "//" the [Tailhook] lines in the aircraft.cfg file.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: ctec1 on March 12, 2013, 09:36:57 pm
Sludge,

Regarding the sound file volume issue and the FSXBA mod, I uninstalled Jimi's hornet before I installed yours just to be on the safe side. Tonite I reinstalled FSXBA and I'm seeing the exact same issue with the volume in Jimi's mod. I'm going to take Herbies approach and increase the volume of the weaker files.


Thx for your help
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 12, 2013, 10:47:22 pm
CTEC...

Roger that, thanks for the testing and evaluation. I just got word from Herb that he's modded some of the files and I'll test those out and then put them up for release thru SH.com, as soon as I can, so everyone can use them. Also, I'll use the new files for every release from here on out.

Big hat tip to Herb for doing the yeoman's work on this one. Thanks Herb.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 14, 2013, 08:55:43 pm
Fellas...

If you have the HotFix installed, how'd the newer VC HUD sizing and the 2D HUD alpha work? Better? More readable?

Also, been doing some testing/modding w/the current .AIR file about getting those afterburner thrust factors back to reasonable. Some users here have commented how the thrust "down low" (below 15k') and on takeoff seems too powerful. After testing, I've come to the conclusion, they were right. The problem has always been that FSX doesnt downscale thrust CORRECTLY as altitude rises. This has been discussed IN DEPTH at FSDEVELOPER.com, so I'm trying to find a decent workaround. Or maybe I can fix the Hornet's .AIR file correctly?

Just to get you up-to-speed... for a long time (up until Sludge v1.2), I toned down the thrust from the default 'cause I felt it was wayy too strong; about v1.2 C or D, I started upping the afterburner values so that the Hornet would have some KICK in the 15k' and above range... however, that bled over into the low-level performance, making it too strong; now, after some feedback and getting some words and actual flight test data from AVEJOE, I'm re-tuning the afterburner values to a hybrid of what was released recently and the toned down version.

In short, the Hornet shouldnt be able to blast off the runway in such a short time, but should have a little more AB kick in those mid-high altitudes than earlier Sludge versions. Once I get the new .AIR file ready, I'll send it out... along with the new Betty sound files, so everyone can just update those simultaneously.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: ctec1 on March 15, 2013, 11:08:33 am
Sludge,

The VC HUD sizing in the hotfix looks good to me. I've been spending my time doing traps and AAR in vLSO and havent noticed any issues. Thx for all the time and effort youre putting into this.
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 16, 2013, 09:14:58 am
CTEC...

Good to go. And no problem, love doing it, so others can enjoy. Also, feel free to share any changes you might make with everyone else.

Before I go, what's your take on the overall performance? Do you feel that its overpowered down-low? What about thru the entire nominal flight range 5k' AGL- FL400.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: ctec1 on March 16, 2013, 10:33:35 pm
Sludge,

I can say that the Sludge version definitely has some gidee up. During a AB takeoff, I'll be approaching 450 knots at the end of a 7200 foot runway. I dont get into the performance charts (wouldn't know where to begin) but it seems to have some added power compared to say the FSXBA mod. Thats all I have to really compare it to. I will sat that I've always considered speed my friend ;D
I'm also not the guy to ask about performance at higher altitudes. When I fly the Hornet its usually out of KNPA and near the boat so rarely do i get adove 10K feet.

Bottom line is,  I havent a clue as to how it performs compared to the RL Hornet. I put my faith in you fellas that tweak these suckers to get it as close as possible . The balls back in your court :P
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 17, 2013, 05:10:30 am
CTEC...

Fair nuff. I was mostly asking 'cause I know some users have said the Sludge is now overpowered. I had to do some tweaks just to get it slower but I can definately find a good middle ground, so that it will be close to NATOPS mandated top AIR SPEED (not mach) of 780 knots at 15k', and should rarely go above that number.

Its very hard to find that SWEET SPOT of keeping it realistically powered along with being able to have more kick in the pants than the earlier Sludge versions that were straight up SLUGGISH and SLOW.

Either way, thanks for your inputs. It all helps in the end.

Fellas...

If any of you flying the Sludge TC1 w/HotFix have any words on this matter, please give me a holler. Also, what is everyone's opinion of the newer VC HUD sizing and 2D HUD sizing/alpha transparency.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: hrnet940 on March 18, 2013, 11:14:04 am
I just quickly skimmed over the posts here and have not noticed the problem I am experiencing.  My N2 will not go below 66%.  I have no problems with any other aircraft and use the Thrustmaster HOTAS Cougar for my controls.  I see it dip down under 66% when I transition from above idle back to idle, but then it comes up to 66% and I cannot get it to settle into idle.  I have tried holding down the F1 key and checked all the other settings and check with other aircraft, but they all work as they should.  Love all the other parts of it.  I need to make a few tweaks as mentioned above, but that is fine with me.

Wayne
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 18, 2013, 05:06:16 pm
Hornet...

To my knowledge, 66% N2 is IDLE POWER for the F/A-18A+ aircraft. Now, I do know that Jimi's FSXBA Hornet, his latest fix after release included a modified power table (1500 series) in the .AIR file that takes the N2 below 60% at IDLE, but this is not NATOPS correct.

When I get a chance, I'll dig up the actual NATOPS numbers, but I think 66% N2 (ground idle) is correct. You can also pull up the shift-7 Test Data Gauge to see if your throttle is reading at its lowest setting.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: ctec1 on March 18, 2013, 09:49:25 pm
U guys got me curious with all these specs so I started to do some research

From
 NATOPS FLIGHT MANUAL
             NAVY MODEL
             F/A-18A/B/C/D
            161353 AND UP
             AIRCRAFT



Ground idle -

                                         F404-GE-400                   F404-GE-402

N2                                       61 to 72%                      63 to 70%
EGT                                   190° to 590°C                 190° to 590°C
Fuel flow                             420 to 700 pph                420 to 900 pph
Nozzle                                   73 to 84%                      73 to 84%
Oil pressure (warm oil)             45 to 110 psi                 45 to 110 psi
Title: Re: Sludge Hornet v2.0
Post by: hrnet940 on March 19, 2013, 12:11:50 am
When I release the brakes I start to roll quickly and gain speed with a short amount of time.  I can't remember what the test bird was, but I could release the brakes and sit there at idle and not have a moving jet in a few seconds.  If this behavior is normal, the parking brakes are on all the time then.  I have done a little bit of flying this new bird and have noticed that it does accelerate rather quickly.

Thanks for the info and getting back to this post rather quickly.

Wayne
Title: Re: Sludge Hornet v2.0
Post by: ctec1 on March 19, 2013, 01:05:55 am
Wayne,

 I'm not seeing any forward roll after releasing the brakes @ idle. As Sludge suggested, I would pull up the Flight Data Gauge (Shift-7) and check to make sure both throttles are @ 0%. Clicking link below will bring up a screenshot of the Data Gauge on my system. You may want to compare the readings especially the throttles.

http://sbcglobalpwp.att.net/c/t/ctec1/ATT_Files/P3D/F-Data.jpg (http://sbcglobalpwp.att.net/c/t/ctec1/ATT_Files/P3D/F-Data.jpg)

Mark
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 19, 2013, 07:52:29 am
Wayne...

If you pull up the shift-7 and its showing your throttles have a positive percentage (5 or more precent) and your physical throttle controller is all the way back to the IDLE stops, lemme know. Also, all things being equal and to help troubleshoot, can you make sure your FSX flight control settings in the FSX User Interface menus are maxed out (full right) on sensitivities and 5% (a couple micro notches from full left) null zones. Additionally, can you make sure FSX realism sliders are set to max in the SETTINGS/REALISM tab.

If you're still rolling on GROUND IDLE and your N2 says 66%, tell me your results and if you could give me a screenie that looks similar to what CTEC provided, please.

Thanks
Sludge
Title: Re: Sludge Hornet v2.0
Post by: hrnet940 on March 20, 2013, 02:08:12 am
Here is the screen shot I just took and it looks like yours.  When I release the brakes I get about 3 seconds before I notice movement from outside the aircraft.  How do I get the fuel tanks to default to full?

Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 20, 2013, 03:41:17 am
Hornet...

Good deal. It looks like you are at minimal fuel, so that's why you're rolling forward. When you're in-game in a Free Flight session hit the ALT button that will bring up the top menu bar where you can select "fuel and payload", then go to the tab where you see the fuel amounts... click into them and type in 100 percent in all of them, then click OK. You should be back in your jet with 100 percent fuel and shouldn't roll at GROUND IDLE. From the screenshot, it looks like you are soo light, ground idle power will start to roll you, so putting anything more than 30% should keep you stopped at ground idle power without brakes.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: hrnet940 on March 20, 2013, 11:19:53 pm
Thanks.  I will try that out tonight.  Shouldn't FSX auto fill the tanks when it loads the plane?

Wayne
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 21, 2013, 06:47:55 am
Hornet...

Sometimes not. Its not a given that FSX will default fill the fuel tanks on a flight. To make sure, you should manually fill them (using the previous method), and then save a flight, so you can go right back and reload it.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: Sludge on March 28, 2013, 03:44:16 am
Fellas...

Done for the week and upcoming weekend. Still working on many things on the Sludge v2.0, but figured I'd at least leave you with the new Betty sounds that Herb modded (increased default volumes) 'til I get back next week.

www.sludgehornet.net/downloads/FA-18 Sounds.zip (http://www.sludgehornet.net/downloads/FA-18 Sounds.zip)

There's no instruction file. First delete or backup (rename to xbak.FA-18 folder) your previous FA-18 folder in FSX/Sound folder. Then simply UNZIP, then copy/paste NEW FA-18 folder into the main FSX/Sound folder. It should work as the previous install except the default sounds should be quite loud. Enjoy.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: ctec1 on March 28, 2013, 11:05:58 am
Thanks for the link Sludge and of course Herb for redoing the sound files. Enjoy the time off ;D
Title: Re: Sludge Hornet v2.0
Post by: Sludge on May 02, 2013, 08:17:17 am
Fellas...

Here's some of the work I've been doing with the CombatHUD, along with the Enterprise fixes.

Enjoy.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: heyvern69 on May 10, 2013, 06:09:47 am
Sludge,

I just got to installing version 2.0 today.  I'll play with it after work.  But I noticed this in the readme:

> "Window panel 6 (Carrier Trap Gauge/IFLOLS) now auto opens when Tailhook down."

Is it possible to disable the "auto" IFLOLS with the tailhook down command?  Is there any way to separate those 2 functions?  I programmed a special button on my joystick to show or hide the IFLOLS lights (window panel 6), and it's distracting to have the IFLOLS pop up, when I ONLY wanted to drop the tail hook).

> This engages the main brakes (toe brakes) until touchdown,
> so pilot can now do MIL power carrier touchdown without
> coasting off the edge of the deck.

This is good.  But I'd still prefer the option to manually lower or raise the tail hook without ALSO automatically opening/closing the IFLOLS panel (win panel 6).

Thanks!!!
-V

Title: Re: Sludge Hornet v2.0
Post by: Sludge on May 10, 2013, 07:59:55 am
Vern...

Ya, I can do that for those of you that like to manually bring it up. Lemme work on it this weekend, then I'll release a version that auto-opens the trap gauge but not the IFLOLS. I'll leave a separate XML there for those of you that like the IFLOLS to auto-open.

Fellas...

Since we can use more than shift-9 (window 10+), it just takes using the windows view tab, I'll also be working on re-arranging the views so that all of the windows will have their separate window but the main "flight critical" panels (ie. refueling gauge, GPS, etc) will still be shift selectable. I may bring back the old comms panel, or a newer one with better bitmaps/textures/layout, so that you can tune the radios and navaids there. Lemme know if that's something you'd be interested in.

Finally, I'll should be able to release Hotfix 2 shortly, that will have the SBD Enterprise ICLS/TCN integrations for the Combat HUD, as well as the new Combat HUD sizings that should make everything a tad better to read and realistic spacings. I'll include the old HUD Glass texture (far clearer, almost transparent), so you can use what works best for your monitor. Remember, sometimes I do changes based on FSX and flight SIMULATOR playability. Sometimes, the "realism" factor (HUD glass texture) takes a back seat to readability for the masses. When I'm able, such as this case, I'll provide both textures and then you can enable the one that works best for you. FSX and flight simming in general is a balance, and as such, there's always factors of FPS, playability, and basically... is it enjoyable/flyable within the realms of what we have in NATOPS and real world pilot inputs.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: heyvern69 on May 10, 2013, 08:05:56 pm
Thanks Sludge!  You are awesome!

Wow.  It's truely amazing what you've done with the Hornet.  You've help make FSX carrier ops SPECTACULAR!  I'm blown away.

After you release the Hornet version 2.0, perhaps someone/anyone can make a short "How to" guide on porting a few of these features over to other carrier based aircraft.  IFLOLS lights, ILS needles, etc.  What-ever features can be EASILY tranferred over to other FSX carrier aircraft via copy & paste of data files and/or quick & easy config file modification.

For example, I've gone into the config and increased the size and position of the IFLOLS landing lights.  But I didn't find a guide on how to do that.  I had to toy around with the config file numbers until I figured it out.

&feature=youtu.be  (1 minute vid showing my IFLOLS)

If the IFLOLS light system can be easily re-sized or copied to other carrier aircraft, a "how to" guide could help others accomplish those tasks.  Of coarse, porting (freeware) features over to new carrier aircraft probably also deals with mod "rights" and giving credit where it's due.

-Vern
Title: Re: Sludge Hornet v2.0
Post by: Sludge on May 10, 2013, 09:43:29 pm
Vern...

No problem, usually I can accomodate most requests like yours. The main holdup I have is time because I got soo much real world stuff going outside of FSX that I have to budget my time nowadays. If I didn't have golf, tactical shooting, concert roadtrips to Dallas, and stuff like that, I could put in the mod time I used to, like I did in the '09-'11 time frame. Even right now, I'm replying via my internet AT WORK because I dont have sim scheduled today and I have some free time.

As far as your other request about "porting" instructions, I can make a basic primer, but as you are discovering... and my hope is that... the community is better served by more users modding on their own. So instead of making exact instructions, I'll can give people a basic primer on how to move stuff and then let them do their own work. That way, we add to the amount of people that can make their own changes/mods and add those to the FSX NavAv world. A great case-in-point is JIMI from FSXBA. He and I are now great friends and I was soo happy that he went his own way with modding the Hornet for his team, but put it out there for everyone to use. That's why I posted the initial thread for his Hornet, 'cause I wanted everyone here to see that my Hornet mods (combined with CombatHUD and Paddles gauges) are not the only way.

If you want a good laugh, go back to my first posts in Fall of '09, and you'll see I had a VERY LIMITED idea of how FSX worked as a whole. Virtuali was always correcting me in some way in some assumption about FSX and the default Hornet. I mean, I still am really "lite" in my detailed and/or programming knowledge but I now have a decent OVERALL understanding of why things work and how they work.

Thats a good video you made and I can tell you are still fighting the "power controls RoD/pitch controls speed" concept a little bit. Your start was great and held the AoA solid, and then IM and IC you started getting "too handsy" with the stick but still pulled it off AR for a Fair 3 pass. Yes, I am a tough LSO, just ask the guys that I LSO'd for during our weekend sessions. You'll know you are on the right path, when being trimmed out, you can use the throttle the whole pass and use the stick only for heading corrections. Give it a whirl and get back to me.

All that being said, gratitude for the good words and thanks for the feedback on my latest version. Love it when my work gives other flyers a good experience.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: Tregarth on May 11, 2013, 01:42:28 pm
Vern,

Have you looked at my "Combat HUD and IFLOLS eqipped Cessna 172" post?  It might be of help to you.  I used Sludge's guidance to import his gauges into the default C172.  I now have the IFLOLS in Dino's T-45, Dodo Sim's Bell 206 and Iris Simulations' T-6 along with his HUD.

I hope this helps,

Tregarth
Title: Re: Sludge Hornet v2.0
Post by: heyvern69 on May 19, 2013, 03:57:17 am
Thanks for the advice Sludge.  I'm a goof-ball virtual pilot, so I'm not typically accurate in any way, shape, or form.  But I'll try to land your style.

Thanks Tregarth.  I'll check out your thread and see what I can gleen.

As for anyone who wants to increase the size of the IFLOLS, I can't say what settings you might need.  But if you use the same resolution that I do, you're welcome to try my settings.  My resolution is 1920x1080.  (Backup your panel config first).  Here's the entry that I modified in the panel config file:


//--- IFLOLS Repeater and Wire Caught Gauge ---//
[Window05]
size_mm      = 1400, 500        
//position   = 3            // 1 = upper center, 4 = center, 3 = left center
window_size   = 1.000, 1.000
window_pos   = 0.150, 0.400
background_color= 0,0,0
type      = special
visible      = 0
alpha_blend   = 0.85
ident      = IFLOLS

gauge00=\FA-18.A-D\Avionics\IFLOLS!IFLOLS.xml, 0, 0, 300, 100
gauge01=\FA-18.A-D\Avionics\Trap!FA-18 CLG, 0.150, 0.400, 1200, 300


Title: Re: Sludge Hornet v2.0
Post by: Sludge on May 21, 2013, 11:48:44 pm
Fellas...

Thanks for the PMs and Emails asking about how I'm doing. I'm doing very well and feel lucky I wasn't in the path of the EF-5 tornado and able to render assistance to those that needed it.

As you may or may not have heard, about 1500 (3pm) yesterday, a EF-5 blasted right through central Moore, OK. Here at Tinker we were let go about 1330, and about 1440 (approx), local news services spotted a tornado forming SW of OKC metro. Again, was lucky that the tornado hit about 2-3 miles south of my house. I headed out with all my quick-survival gear (converted tac-shooting vest into water carrier) north until the tornado/hail-storm passed. Then headed back in to search for some of my friends and their families who lived far closer to the tornado path. More luck, as all my local friends/families were safe and doing good.

Obviously, the recent Sludge work I just completed will be released at a time in the short future when I can be sure that I wont be needed for volunteer relief and when Moore gets back to some semblance of normalcy. Keep in mind that even though I survived intact, just scroll up and count how many times I said LUCKY, and you'll get the sense of how grateful I feel today for what I have and being alive.

If you pray, send your prayers to the families that lost, they need them FAR MORE than I do, especially the parents who lost kids at the elementary school. If you wanna help, there are many organizations (Red Cross, Salvation Army, etc) that you can donate money to... honestly, those are the best ways to help, as they are setup at the local Home Depot (Command Center) and Warren Theatre (medical triage). To put this in perspective, Google Maps: NE 27th St/Eastern Blvd, Moore, OK then Google Maps: Warren Theatre, Moore, OK; see how close it was to me and you'll understand how fortunate I was yesterday.

Take Care
Sludge
Title: Re: Sludge Hornet v2.0
Post by: SpazSinbad on May 22, 2013, 12:53:26 am
'Sludge' good to know that you and your friends/family are safe. We are just catching up here in Australia with the horrific aspect of that tornado in your part of the world. Very sad to hear that so many people have died in that ferocious storm.
Title: Re: Sludge Hornet v2.0
Post by: Herbie on May 22, 2013, 06:32:19 am
Hello Sludge!
Nice to hear you, the house and your friends OK! I did worried about you! Not the Sludge Hornet v.2 getting ready. Herb
Title: Re: Sludge Hornet v2.0
Post by: hrnet940 on July 01, 2013, 02:51:33 pm
Hi Sludge,
Any word on the auto trim getting shut off?  I was trying the Carrier Landing IMC mission last night and it was showing trimmed at 7.8 as soon as I dropped the gear and flaps one notch.  I was reading through some of the older posts here, but didn't see that you mentioned a fix for this.  Thanks for the great work that you have done with this fine bird and KUDDOO's to you!!!

Wayne
Title: Re: Sludge Hornet v2.0
Post by: Sludge on July 01, 2013, 09:51:07 pm
Hornet...

Ya, I thought I fixed that, but maybe not. Lemme check things out. I'll look at it tonight but will be going off-line for a few days as I'm gonna NUKE my system. Just bought a 250GB SSD and a 1 TB HDD (videos/music/large data), so I'm in the process of backing up stuff and then having to re-install everything. Might take a few days, but I'll let you know when I'm back online.

One way you can try to DISABLE the auto-trim yourself is to go into the panel.cfg file and REM OUT "//" the appropriate GAUGExx line at the very bottom of the file. It should look something like "Gauge21 FA-18A+ FCS PA-PID". If you REM it out and then renumber the remaining GAUGExx numbers sequentially, it should "release" the trim controls back to you while retaining the function of the other necessary gauges.

Just remember, make a copy of the working ORIGINAL Panel.CFG file, rename it to Panel.CFG.ORIG or whatever, then go to town on the Panel.CFG file as described above. This way, you can see have your changes up and examine them line-for-line, in case you get into trouble doing this self-mod.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: hrnet940 on July 01, 2013, 10:30:04 pm
Thanks for that.  Can you show me what REM'ing out looks like please?  I learn quick and have self-taught myself most of what I know about computers.  Is it just putting '//' in front of and behind the lines I want to rem?  Patiently waiting.

 I was able to complete the Carrier Landing IMC mission this morning, but used the Combat Hornet as I was able to manually trim it out.  Sorry about not using your fine aircraft, but it was quite twitchy when trimmed at 7.8 for most of the flight down to the deck. 

Wayne
Title: Re: Sludge Hornet v2.0
Post by: Sludge on July 01, 2013, 10:56:42 pm
Hornet...

Ya, no problem. Its exactly as you described.... you put two slashes before the line you dont want activated.

Gauge20 FA-18A+ FCS
Gauge21 FA-18A+ FCS PA-PID 
Gauge22 FA-18A+ FCS UA

becomes

Gauge 20 FA-18A+ FCS
// Gauge 21 FA-18A+ FCS PA-PID
Gauge 21 FA-18A+ FCS UA

This is NOT verbatim exact, as I'm at work and haven't touched the panel.cfg file in a week, but I think you get the GIST about REM'ing out a gauge.  And how to re-sequence the GAUGExx numbering system when doing so.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: hrnet940 on July 03, 2013, 04:29:12 am
Thanks Sludge,  It worked like a dream.  I just did a test flight with the Carrier Practice mission and was able to trim it as I needed to.

Thanks Again,
Wayne
Title: Re: Sludge Hornet v2.0
Post by: heyvern69 on October 24, 2013, 03:01:43 am
No messages since July.  So, has version 2.0 been completed or abandoned?  I'm lost.  What's the word?
Title: Re: Sludge Hornet v2.0
Post by: Orion on October 24, 2013, 06:12:47 am
Take a look at Sludge's posts in the HUD Energy Caret thread (http://www.fsdreamteam.com/forum/index.php/topic,9167.0.html).
Title: Re: Sludge Hornet v2.0
Post by: Sludge on October 24, 2013, 07:52:34 pm
Vern...

Its really on the backburner. Soo much stuff has been going on in real life that I haven't been able to devote time like I used to, and I've been working on my websites, learning how to build them using Joomla. Plus I nuked my system to setup my SSD, and in the transition I lost some important files, so I have to re-learn some old things and rebuild some of those files as well.

I wish there were more hours in the day, but I just have to do with what I've got. I read the forums at work, so if you have questions, feel free to send em my way and I will take a gander.

As time permits, I may be able to get things back up and running to previous levels, but will just have to see how that plays out.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: heyvern69 on November 05, 2013, 06:14:13 am
I haven't been able to devote time like I used to

No problem!  I just didn't see any updates and thought you might have moved the final version to a webpage or something.
Several friends of mine are not very tech savy, so I was just looking for a full Hornet 2.0 install EXE without any manual patching.
No biggie.

Thanks for all the hard work.  You did fantastic!  We loved flying the Sludge Hornet online over the last few years.

-Vern.
Title: Re: Sludge Hornet v2.0
Post by: Berettashooter on November 15, 2013, 01:21:15 am
Hi all.

I have come here looking to get the Sludge Hornet or the 2.0 version, which ever is required, unfortunately, I can't find a download for either of them, the sludgehornet sites don't seem to be active anymore.

Can anyone tell me how to or where to get the Sludge hornet for FSX?

Thanks and regards
Jason
Title: Re: Sludge Hornet v2.0
Post by: SpazSinbad on November 15, 2013, 02:36:27 am
I'm not speaking for Sludge who is likely to be here soon enough. In the meantime a lot of old versions of Sludge Hornet were excellent (while Sludge has made other modifications) I will guess that this old version is great nevertheless:

http://fsxblueangels.com/Sludge%20hornet%20dowload%20template.html
Title: Re: Sludge Hornet v2.0
Post by: Archi on November 17, 2013, 11:36:33 pm
Hi all.

I have come here looking to get the Sludge Hornet or the 2.0 version, which ever is required, unfortunately, I can't find a download for either of them, the sludgehornet sites don't seem to be active anymore.



I tried to find link also few days back and actually that download link in FSX Blue Angels site directs me to this forum which has also invalid link  :-\
Title: Re: Sludge Hornet v2.0
Post by: jimi08 on November 18, 2013, 10:05:06 pm
I know this probably isn't the most recent Sludge has to offer, but you can get it here at Simviation

http://simviation.com/1/download-file?file=SludgeHornetModificationv12.zip&fileId=35151
Title: Re: Sludge Hornet v2.0
Post by: Sludge on November 21, 2013, 11:42:50 pm
JIMI...

Thanks for the help on this, as my system was down 'til yesterday from video card issues. Had to RMA that doggone GTX 660, it kept locking up on me. Finally got it back and things seem to be running smoothly. One has NO IDEA how much a REAL video card means to their system until they are stuck with baseline MoBo drivers for a primitive "integrated" video card that SOMETIMES works and can barely do 1920 x 1080. It was painful to use my desktop during that time.

Fellas...

I do have more current versions, so I'll FTP those shortly to the new site and possibly get my FSX up and running. Just have to do some "stress checks" on the RMA'd video card to make sure its good to go, then I'll get back to modding as time permits.

I swear this has been the worst year for FSX modding for me, as far as real life issues, domain/website creation, computer hardware issues and whatnot.

As Thanksgiving gets done, I should be back on the horse modding, trying to finish up those last few things and making a auto-installer before I can release Sludge v2.0 to the public. First things first, before Thanksgiving I will try to get the Sludge v2.0 TC1 w/upgrades onto the new website for download. That's the last version I put out there before I NUKED and everything went downhill this summer.

Keep in mind, lots of re-organization going on, along with my domain provider issues, but its slowly working out. The NEW SludgeHornet site will be "yoyodynesystems.net/sludgehornet" as I'm trying to make Yoyodyne Systems as my primary domain. Hopefully, all the work will pay off at the 2014 CES in Lost Wages in January? Might get lucky and meet some other simulator tech people there, who have an interest in what we do.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: hrnet940 on November 22, 2013, 12:29:36 am
Thanks Sludge for all that you do and continue to do for our hobby.  Kudos Sludge!!  Clap clap clap clap, and the crowd goes wild!!!

I tried out the latest edition and love it.  I am finding it requires more stick back pressure to get it off the deck.  Maybe I am just accustomed to my VRS Super Bug.  I still love flying this bird too.  It has a different feel to it.  I like that I can now control the trim for both field and boat landings.  The VRS is auto and it works great!!  Is it standard to have that much nose pitch up when the speed brakes are deployed?  Maybe just nit picking again. 

Thanks Again,
Wayne

 
Title: Re: Sludge Hornet v2.0
Post by: sgraypgh on January 07, 2014, 05:30:50 pm
I see your still having website issues, however, is v2.0 available to download anywhere?  Thanks for your continued efforts!
Title: Re: Sludge Hornet v2.0
Post by: Sludge on January 14, 2014, 09:43:33 pm
SG...

Yes, I will upload to my new site shortly. Just got back from Lost Wages (CES 2014) and have been having GoDaddy hosting problems with my site, so I haven't been able to upload. Will see if I can get those resolved and upload the last Sludge version to my new site.

Once all my problems are fixed there, I will post the new site and forum here so others can head over there.

Later
Sludge
Title: Re: Sludge Hornet v2.0
Post by: pyroperson87 on January 25, 2014, 03:52:44 am
Any word on the Sludge 2.0 getting back online?  Also, until you have that back online, any chance I could get a copy of the PLAT gauge files from the 2.0?  I was tinkering with it and saved without a backup...DOH!  Now it's FUBAR and I really miss it.  :(
Title: Re: Sludge Hornet v2.0
Post by: RedBaron94 on November 07, 2015, 06:27:55 am
Hey man I'm trying to download the Version 2.0 of the sludge hornet but when I click on the links it says This Page Cannot be Displayed. It's either my IE not working or the links. Can someone please share the latest update of the Sludge Hornet?
Title: Re: Sludge Hornet v2.0
Post by: 72westy on May 26, 2016, 12:09:06 am
Any links for the v2.0 Sludge available?
Title: Re: Sludge Hornet v2.0
Post by: Z0mb13 on July 29, 2016, 04:40:57 pm
I was AO in the Swiss air-force.
I worked on F-5 EF and F/A-18 CD. When I stopped working there, the biplace version (F/A-18 D) just received several updates such as color displays (left, right, bottom displays), and touch-screen UFC. Those planes cockpit look very much like the F/A-18 EF superhornet (there isn't anymore green/black menus, they're now white/black  ;)). The notable ocular difference between hornet and superhornet is the form of the reactors air-intake (oval / rectangle).

I was searching for a newer version of sludge hornet when I found that people were complainning about the dead link  ;D
I created a dropbox account with a dummy email address.
I did a .zip with the latest sludge 2.0 version. It originally came with an installer, but I do not have it any more. So here are the files!
You can download the .zip without a dropbox account: on the dropbox sign-up windows, look all the way down...
Put this in the fsx folder. The effect go into the effect folder and the sludge go into the simobject/planes or something like that.

I put some extended manuals in the documentation section.
You can read how to use TCN (VOR) and BCN (NDB).
You can read how to use ILS for full auto-pilot landing and full auto-pilot carrier landing (heading and altitude guidance).
You can read how to use GPS for semi auto-pilot landing (heading guidance).
As there is no A/T on the F/A-18 ABCD hornet, you have to control the power (speed) by yourself. The cage mode, vector, and AOA indexer will help you to do that.

Here are the links:
Sludgehornet 2.0, it's the plane
https://www.dropbox.com/s/3u5g0mcknotpgn4/SludgeFA18_FX.zip?dl=0 (https://www.dropbox.com/s/3u5g0mcknotpgn4/SludgeFA18_FX.zip?dl=0)
AIcarriers, it's the addon that provide a tool in the fsx toolbar to pop-up carrier everywhere in-game
https://github.com/ollyau/AICarriers/releases (https://github.com/ollyau/AICarriers/releases)
Optional link:
USS Nimitz & USS Eisenhower 2.0, that's better quality carriers models. You have to tweak the AIcarrier files to load them
https://www.dropbox.com/s/lxcdbc4ub4xdwux/uss_nimitz_ike_version2.zip?dl=0 (https://www.dropbox.com/s/lxcdbc4ub4xdwux/uss_nimitz_ike_version2.zip?dl=0)

enjoy!
Title: Re: Sludge Hornet v2.0
Post by: PhantomTweak on July 29, 2016, 08:54:51 pm
Just a note, if I may.
Orion of the FSX BA F/A-18C fame, whichever version you prefer, updated AICarriers to .NET 4.0 operation. In my opinion, and this my personal experience only, bear in mind, it is more reliable, and uses fewer computer resources when functioning. ON MY Computer ONLY. I can't speak for others, nor have I done any real "benchmark" tests on it. Other than the foregoing, it's functionality is exactly the same as Lamont Clark's .EXE version.
I personally recommend it very strongly, but again, this my personal opinion only. :)

AICarriers for .NET may be found here:
https://github.com/ollyau/AICarriers/releases (https://github.com/ollyau/AICarriers/releases)

Hope this helps some people a little :)
Other than that, a big thank you to ZOmb13 for his great work on this.
I thank him also for his Military service.
Pat☺
Title: Re: Sludge Hornet v2.0
Post by: cobrales on March 15, 2017, 05:34:57 pm
I've been experimenting with jimmies FA-18C 15. X and 16.X version. When switching FCS modes the plane shoots up or down with little control. It's extremely hard to control on normal landings and carrier landings. Its probably my system but it to erratic for me.
Thus I've experimented with what FA-18 I have in my library and come to a conclusion that the best flying FA-18 if have is Sludge Hornet 2.0.
My question is what version of the Hornet Textures are compatible?
Title: Re: Sludge Hornet v2.0
Post by: PhantomTweak on March 15, 2017, 11:11:20 pm
Quote
When switching FCS modes the plane shoots up or down with little control.
Just how do you "switch FCS modes"? You shouldn't need to DO any thing. It's all automatic.
All you need to is put the gear down, and set flaps full, and the FCS does the rest. Voila! PA mode. Are you doing something else?
Are you using the latest HornetFCS.dll that came with the v16.1? Did you let the autoinstaller install the correct C++ Redistributable 2015 for you? Do you see a FCS FAIL message in the HUD, or on a green banner at the top of the screen? Other than perhaps a brief flash as the plane is loading in? Are you actuating the Spin Recovery switch, or the A-A/A-G switch, either on the HUD Control Panel, or on the main control panel? Are you leaving the Master Arm switch on?
I'm just trying to solve the riddle here, as I fly the v16.1 very frequently, with no troubles like this at all. As far as I can tell, the transition from UA to PA mode is smooth as silk, and completely seamless. The controlability of the plane never changes, from mode to mode. Even going from UA to PA and then back to UA again, like during a go-around, or after FCLP practice, flying back to Whidbey, for example.
I fly over to Coupeville NOLF from Whidbey, thus UA mode, do bounces until my fuel is low, thus I'm in PA mode, and then I fly back to Whidbey, thus in UA mode, then do an overhead recovery at Whidbey, thus switching from UA to PA once again. I never once, during all those transitions, do I experience what you say you are.
I'd just like to try and help you solve this little mystery...
Pat☺
Title: Re: Sludge Hornet v2.0
Post by: jimi08 on March 16, 2017, 08:55:24 am
I've been experimenting with jimmies FA-18C 15. X and 16.X version. When switching FCS modes the plane shoots up or down with little control. It's extremely hard to control on normal landings and carrier landings. Its probably my system but it to erratic for me.
Thus I've experimented with what FA-18 I have in my library and come to a conclusion that the best flying FA-18 if have is Sludge Hornet 2.0.
My question is what version of the Hornet Textures are compatible?

Since the SLUDGE utilizes the default F/A-18 3D model that was included with Acceleration/Gold, any textures that were made for that version should be compatible.

Might want to try Simviation first...
http://simviation.com//
Title: Re: Sludge Hornet v2.0
Post by: cobrales on March 16, 2017, 08:05:02 pm
Thanks Jimi.

Pat
I'm sure it's something on my end.
Title: Re: Sludge Hornet v2.0
Post by: PhantomTweak on March 16, 2017, 08:13:06 pm
Ok :)

Just trying to lend a hand. If I can do anything to help give a shout. I am certainly no pro at this, but if I can help...

Pat☺
Title: Re: Sludge Hornet v2.0
Post by: cobrales on March 16, 2017, 10:18:28 pm
Pat

After reading your reply I went back and totally removed all of the my files concerning Jimmi's f18, all version. I saw his post were he had a 17.1 test f18. Downloaded it, installed it manually. I deleted all my trusted from my cfg file. Fired up fsx and made several passes at knuw (lived there 61 to 64, navy brat), several passes on carrier landings and take offs at each. Steady as a rock. Look forward to the 17. Release.

Ps I really do appreciate everyone's help and work you put into these jets. Flying is a release from my day to day fight with Parkinson's and my new battle with prostrate cancer.

Les "Cobrales" Pearson
Title: Re: Sludge Hornet v2.0
Post by: PhantomTweak on March 17, 2017, 06:23:29 am
I'm sorry to hear about your troubles, Les. I certainly understand your feelings about flying, though.
Enjoy the Hornet! I sure do.
For a really "realistic" time flying around the boat, use AICarriers, and vLSO. Couple of small add-on programs that very much enhance the experience. Remember, use the newer AICarriers.NET, rather than the original. It seems to work a lot better on newer machines, and it seems that the original has some troubles with FSX:SE, which I have. I use the newer AIC, and haven't a lick o'trouble with it.
As to vLSO, it's amazing. Incredibly well written, although for some reason, those AI LSO's have it in for me, I swear...
:D :D
I can post links to them if you want.
Point is, HAVE FUN! :D
Pat☺
Title: Re: Sludge Hornet v2.0
Post by: cobrales on March 17, 2017, 09:30:31 am
Pat

Use them every time I fly. Good programs.
Title: Re: Sludge Hornet v2.0
Post by: Chappy on April 24, 2017, 04:09:52 pm
The download links are dead. Is there a mirror site when we can still download v2.0?

EDIT: Nevermind i think I've found it: http://www.fsdreamteam.com/forum/index.php/topic,8141.msg104553.html#msg104553