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General Category => Unofficial F/A-18 Acceleration Pack board => Topic started by: Kea on January 16, 2017, 10:10:42 am

Title: TMAP for FSXBA F/A-18C/D Hornet
Post by: Kea on January 16, 2017, 10:10:42 am
Hi all

Below is a link for the latest FSXBA Hornet (16.1 for C and 15.6 for D) now with actual weapons modeled.

https://drive.google.com/open?id=0B_KeMXMmL3b3TlJ6QUdqSTRXZXc

There are three armed variants for both the C and D:

Air-to-Air (A-A)
Air-to-Ground (A-G)
Air-to-Surface (A-S)

(You might want to watch this in YouTube and in HD for a more detailed look...)


Have a look at the images below to see what the different variants offer in terms of loadouts.

(http://i1119.photobucket.com/albums/k635/Kea20/aa_zpsbrrhp0qw.jpg)

(http://i1119.photobucket.com/albums/k635/Kea20/ag_zpspozvjygh.jpg)

(http://i1119.photobucket.com/albums/k635/Kea20/as_zpslifckmu7.jpg)

These variants use the TMAP system by Corrado and, after some extra tweaking, now allows for dual ejector racks on the outboard wing stations for the A-G variant and outboard dual rails for the A-A variant. I would have preferred to offer just one variant with all the options, but I don't have the knowledge to make the DERs or dual rails appear/disappear as required, so I've had to do three separate variants.

By way of quick explanation, for those who aren't familiar with the TMAP, Corrado's TMAP adds weapon models to stations via a Loadout Manager, which, when fired, are replaced with actual TacPack weapon models.

Additionally, I have tried to integrate the TMAP weapon avionics into the existing avionics, although this is very limited due to my lack of coding knowledge! What it does mean though, is that weapons can be selected the same way as previously - by selecting CTRL-SHFT-1 through to 9, however there are some bugs associated with this (see the bug list).

This system has only been tested in FSX (not FSX:SE or P3D)!

If you just want to jump in and see how it works, then this is what you need to do.

1. Make a backup of your existing FSXBA Hornets!
2. Download these ones and drop them in your Airplanes folder. These variants have new names and essentially just replace the previous AA, AG Mav and AG Zuni models. Your Blue Angels, Clean and Training models won't need any alterations.
3. Copy-paste the aircraft.cfg and your livery folders from your previous variants to these ones. I've also included a new livery for the D - VMFA-533 Hawks, just returned from theatre!
4.Open the included "add_to_aircraft" text file and copy-paste those sections into each aircraft.cfg - this just replaces the stores list and smoke effects.
5. You will also need to change the model names in each of your liveries - this might be a bit tedious - hint, use the Replace all function in notepad!
6. From the downloaded "Base" variant, just copy-paste the new textures out of the texture folder into your existing Base/Texture folder. This assumes you are mapping all your various texture folders back to the Base/Texture, otherwise you'll get black weapons.
7. When you start FSX or select one of these new models, you'll get two messages asking you if you trust some stuff. Of course you do. If you don't, it won't work! :)
8. In-game, use SHFT-4 to bring up the Loadout Manager. As you selected weapons you'll see a red tick and the model appear at the chosen station. You'll also notice the aircraft rock about as weight is added! NOTE - all weapons, with the exception of the ASQ pod, are loaded in pairs. No ugly configurations at the moment sorry. Also the centreline tank is fixed and wing tanks haven't been modeled - yet.
9. In flight, use the same method you're used to with the 16.1 for selecting and firing weapons. SEE THE BUG LIST - this isn't perfect yet. Pickle should deploy everything except the gun, which is trigger.
10. Boom boom!

OK, now for those who want to know a little more about what's under the hood.
Here is a link to my working files, for anyone who may be inclined to improve on this.

https://drive.google.com/open?id=0B_KeMXMmL3b3Q1JZMU5ILVhyUkE

Included are gmax files, used to position the various loadouts; new textures for the TMAP weapons (not perfect by any means!); and various model and xml files for the variants. You'll find both C and D files under each variant. For anyone who understands TMAP and coding etc better than me (which will be most of you), feel free to tweak and fix to make these models even better! Just the usual conditions though - remember to credit Corrado please, and don't try to sell anything you make using this as a base.


The Bug List:

Unfortunately, because this is a mash-up addon to an existing aircraft and hasn't been integrated from the ground up, there are always bound to be some glitches. Add to that my extremely limited knowledge of FSX mechanics, and you can quadruple the bugs. Here's what I know are issues so far:

1. Some animations may have been lost during the merging of the weapons model with the existing model (I used Training as my base). I know that as a result, only the left wing now folds. Also the wingtip AIM-9 won't fold with the wing, so if you fold it loaded, you'll have a floating Sidewinder. As an aside, but a similar problem, I did have a go at making the stores visible from within the VC, but, while the visual effect was great, I lost all functionality with my MFDs, so it was kind of pointless.

2. There may be an issue with the autopilot (when disengaged the aircraft may go max trim up?). I haven't tested this extensively but I did experience it in an MP session the other day. It may or may not be related to this TMAP business.

3. The AA radar will cycle targets on MFD but this doesn't seem to be replicated on the HUD (seems to only go STT on first/nearest target then stay on it until you manouvre it off your MFD). Also the Sidewinder growl doesn't kick in until you've let loose your first AIM-9 and even then I don't think it changes tone to the high-pitch lock.

4. Weapons won't necessarily fire in sequence or conform to what is selected on HUD - eg if you have two AIM-9s and one AIM-120, and you have selected MRMs (CTRL-SHFT-4), the system will fire your AIM-120 first but at next pickle will release an AIM-9. Also, if you have GBU-12s and AGM-65s on board, the AGM-65s seem to fire first, regardless of what mode is selected. I'm pretty sure this is something to do with the FA-18C.xml and/or Configurator.xml files, or the WeaponSelect coding/gauge.

5. When a weapon mode is selected, the HUD displays which mode is active (eg MRM or GBU or IRON, etc). But this basically just translates to "air-to-air" or "air-to-ground" it seems. For instance, you can be in IRON mode, with no actual dumb bombs loaded, and the stores count may show (flashing) the entire air-to-ground stores count. Furthermore, whilst in IRON mode, you could pickle off some GBUs. So there's a long way to go with the HUD coding.

6. GBU-12s and AGM-65s will lock to laser code 1234 (fixed, no way to change in-flight), but no LTD symbology on HUD - so you need to know where your lased target is. If no laser, then they will behave like CDIP. So if you're using CCP/FSX@War and have inserted a laser mark, then if you're in range, your GBU-12 or Maverick should hit that mark. Not yet tested in MP with someone else buddy-lasing 1234.

7. GBU-31s (were initially modeled but no longer modeled at the moment) have a mind of their own. They won't slave to ground radar or laser code or even CDIP - they seem to just head off to some predetermined point. Haven't tested this enough to figure it out.

8. AGM-84 does the same - starts flying off to the North Pole or somewhere. The original TMAP addon in theory automated the AGM-84 to lock to the nearest sea target (I think), but somehow that's been lost in my integration with the existing avionics suite.

9. In MP, other FSXBA Hornets will display the SAME loadout as yours. I don't know why this happens (I've noticed it happens on the IRIS Warthog too) but it means your wingman can fire a weapon - they'll see it disappear from their aircraft but YOU won't, unless you fire the same weapon at the same time!

10. Stores, when fired, may appear from a point in front of the aircraft. This might be fixed in the gmax files or the tackpack.ini? Not quite sure what decides where the TacPack weapon will appear once activated.

11. The DERs and dual launch rails have no textures, just plain grey at the moment.


Despite all these issues, I hope you find some enjoyment in these developments. And of course, there is an open invite to anyone with some smarts to have a go at making this whole thing work even better for everyone's benefit, because I'm pretty much at the edge of my limits. If anyone has any specific questions about how this was put together, please either post here or send me a PM. If you are thinking of working on any fixes, why not let everyone know by posting here, to save any double-ups (I know Jimi is having a look at some of this but the more hands the better).

Happy flying!

Kea
Title: Re: TMAP for FSXBA F/A-18C/D Hornet
Post by: jimi08 on January 16, 2017, 01:23:09 pm
Awesome work Kea (great video too!)!!!
Title: Re: TMAP for FSXBA F/A-18C/D Hornet
Post by: Victory103 on January 17, 2017, 04:20:24 am
+1 Kea, I'm following the work on the VRS forums. Like most, the end state is to TMAP all my mil stuff that the developer is probably never going to touch again. The basic TP mods to the current FSXBA Hornet are moving in the right direction, thanks for taking the time for one more step forward. I'm still trying to learn the TMAP, I have no clue on the GMAX stuff, but can open MCX and mess around.
Title: Re: TMAP for FSXBA F/A-18C/D Hornet
Post by: GOONIE on January 17, 2017, 05:43:49 pm
Very cool!

Does this hornet work in P3D?
Title: Re: TMAP for FSXBA F/A-18C/D Hornet
Post by: Kea on January 17, 2017, 07:51:38 pm
This has only been tested in FSX, but give it a go and let us know...
Title: Re: TMAP for FSXBA F/A-18C/D Hornet
Post by: jimi08 on January 19, 2017, 06:10:30 am
Very cool!

Does this hornet work in P3D?

GOONIE,

Downloaded and installed the latest version of P3D.  Although I haven't tried TACPACK in P3D, I did notice that the original F18.dll that both the Default, Captain Sim, Sludge and FSXBA Hornets use, doesn't not work correctly.  Although many of the screens show up in the cockpit, their functionality has been lost (i.e. Engine readouts are all 0s, HSI Compass does not rotate, data is not presented or updated).  Also, all of the UFCP sub-modes no longer display such as the COMMs and A/P sub-modes.

This tells me that the dll file is being partially read, since the screens and most of the avionics are visible in the cockpit, but not functional.

I've sent a message to Virtuali in hopes that he would be able to offer some kind of solution to this problem.
Title: Re: TMAP for FSXBA F/A-18C/D Hornet
Post by: GOONIE on January 19, 2017, 02:45:55 pm
Thanks Jimi for the help!
Title: Re: TMAP for FSXBA F/A-18C/D Hornet
Post by: Kea on February 16, 2017, 08:11:54 am
Updated tacpack.ini and tacpack-user.ini files:

https://drive.google.com/open?id=0B_KeMXMmL3b3dE11ZnNRMDFMb2M

Replace existing tacpack and tacpack-user .ini files in your A-A, A-G and A-S variants with these ones (works for both C and D models). This will now show weapons departing their respective racks rather than from the nose of the aircraft. Also now corrects flare release to a single point under the fuselage, rather than spitting out the sides from the cockpit.
Title: Re: TMAP for FSXBA F/A-18C/D Hornet
Post by: jimi08 on February 16, 2017, 09:06:03 am
Awesome!  Good work!
Title: Re: TMAP for FSXBA F/A-18C/D Hornet
Post by: marte21 on February 17, 2017, 10:29:02 am
Great job!

Would be possible to have AIM-120 working in any lock mode and not in boresight?

Thank you!
Title: Re: TMAP for FSXBA F/A-18C/D Hornet
Post by: cobrales on February 20, 2017, 11:29:40 pm
Seems to work the same in Steam FSX as it does in FSX. Thanks for a new toy. Look foward for later updates.
Title: Re: TMAP for FSXBA F/A-18C/D Hornet
Post by: Dman on February 23, 2017, 08:28:59 pm
I love the Legacy Hornet..
but I have a question.. it looks to me.. at least on my system.. the I can't get the burner and vapor effects without at least firing a weapon first. I assume it has something to do with Tackpack inhibiting the effects trigger until Tackpack is active.. is there something I can do so the effects are there at the start?

thanks again
Title: Re: TMAP for FSXBA F/A-18C/D Hornet
Post by: Kea on February 24, 2017, 07:25:35 am
@marte21:
Not sure what you mean? Are you trying to fire an AMRAAM from a significant offset (eg target not on radar but off to either left or right? Or are you simply not achieving shoot-downs at long-range (10nm+)?

@Dman:
I am seeing burner effects and both wingtip and LEX vapour without having to fire any weapons so there's possibly something else going on with your setup/model?
Title: Re: TMAP for FSXBA F/A-18C/D Hornet
Post by: PhantomTweak on February 24, 2017, 07:48:29 am
It should have come with an Effects folder. You need to copy the contents of that folder to the FSX\Effects folder. Say YES to over-writing. Also, say YES to merging the Texture folder, which is part of the Effects folder.
I am not certain what else it could be, but I will look and see what I can see...
Pat☺
Title: Re: TMAP for FSXBA F/A-18C/D Hornet
Post by: marte21 on February 24, 2017, 01:29:42 pm
Kea, my AMRAAM are not following the radar lock. They are simply launching and locking in the nearest target ahead. It is exactly like the real boresight/visual mode. Unable to get fox-3 medium or long

Title: Re: TMAP for FSXBA F/A-18C/D Hornet
Post by: Dman on February 24, 2017, 03:01:16 pm
Humm... copied all the effects from the effects folder.. to the main effects folder in P3Dv3.. still wont get the burners or the LEX vapor until a weapon is released.. strange..
It seems on my system that TackPack somehow turns on these effects.. I assume there isn't a priority that is followed when loading gauges? If so.. maybe Tackpack could be at the end of the list..??
Title: Re: TMAP for FSXBA F/A-18C/D Hornet
Post by: Kea on February 25, 2017, 10:08:42 am
Sorry Dman, don't know anything about P3D, I only work in FSX.
Marte21, got you, and yeah that's likely a result of my limited abilities integrating the TMAP with the F18C.xml (there's probably only a boresight setup). Apologies for that, I never tested trying to hit targets beyond other aircraft in front of me (so to me it always seemed to be tracking the radar target, whereas it may well have just been picking up the first thing it saw).
Title: Re: TMAP for FSXBA F/A-18C/D Hornet
Post by: Blue Angels on October 09, 2018, 10:13:07 pm
Will this tackpack work with the current FSXBA F/A-18C HORNET 18.4.131 and the FSXBA F/A-18D v17.1 Tactical
Title: Re: TMAP for FSXBA F/A-18C/D Hornet
Post by: PhantomTweak on October 10, 2018, 07:54:05 am
Quote
Will this tackpack work with the current FSXBA F/A-18C HORNET 18.4.131 and the FSXBA F/A-18D v17.1 Tactical
I won't swear to TacPack being fully functional in the v17.1, but the files are there, so it's functional in some form. When it was in use, I didn't have TackPack, so I couldn't really test it properly.

Same for the v18.4.131. I haven't fully tested the TP integration yet, but I'm working on it. I do have TP now, so the testing continues  ;)
It seems pretty functional, except for the AGM88C HARM missiles, which I am currently working on integrating. The ones you can select in the Configuration screen (SHFT+7) are currently there only for display purposes. Mainly, to show what they look like when on the plane. With just those loaded, it looks pretty nifty, IMO. Dangerous :D
 I HOPE I can have them integrated by the next update, but I'm learning this as I go. It's a kinda slow process for my little pea-brain, but I WILL have them integrated. Eventually. As soon as I can, that is... ::)

Quote
still wont get the burners or the LEX vapor until a weapon is released.. strange..
From what I can see of the v18.4.131, and remember I don't have P3D in any form, it should have the various effects functional with or without TP.
The required parameters for the LEX effects are listed as "F/A-18 Medium G LEXVapor - Triggers/Stops - +4.5 G, +210 KIAS, -20K' baro"
You must ensure all of them are met to get the effects. The trouble with pulling 4.5 G is that it's close to the GLOC point, so you have to be careful of that. Also, you need very humid air, down very low, and going faster than 210 KIAS.
The AB effects should be fully functional whatever the conditions, though. I'll do more research to see if there's anything I can find.
Are you loading the plane into the world with the VC up first? If you have a default flight that starts in the 2D cockpit, That may be part of the trouble...
Best to have the sim's default flight be the default, default flight, if that makes sense. I don't know what the P3D default flight is, though, so I can't tell you what it is. But if you have the original as the default flight, it will ensure all the different variables, switch settings, and so on, are proper and correct before you load the Hornet.
Remember this is mostly a shot in the dark (Hilarious movie from a while back, BTW. A Shot in the Dark) for me. Sorry I can't be of more help.

Good fortune all!
Pat☺