FSDreamTeam forum

General Category => Unofficial F/A-18 Acceleration Pack board => Topic started by: crim3 on October 20, 2008, 10:17:44 pm

Title: f-18 hud waterline
Post by: crim3 on October 20, 2008, 10:17:44 pm
Something that I've been missing since the first day is the waterline symbol on the hud, but didn't give importance to it. I supposed that for some reason the real f-18 doesn't have it in its hud simbology. But some weeks ago, trying to collimate the hud (yes, I'm still with that. I keep thinking about it on each flight, specially at landings, when my eyes change the convergence all the time between hud and the runway) I found a directory called 'hudhornet' within 'gauges' with several .xml files. One is called hudhornet.xml and in that file there seems to be settings about the visibility of the waterline symbol. So I thought that it would be cool to have that symbol on the HUD and I tried to edit it but nothing I try changes the HUD behaviour. Maybe some kind of "re-reading" of the xml's is needed after editing them but I don't know how to trigger that. I thought that fsx reads all gauge files when each time an aircraft is loaded, but it seems like I was wrong.

Any comments about this? Can these xml's be edited for something useful?
Title: Re: f-18 hud waterline
Post by: virtuali on October 20, 2008, 10:22:33 pm
I found a directory called 'hudhornet' within 'gauges' with several .xml files. One is called hudhornet.xml and in that file there seems to be settings about the visibility of the waterline symbol.

That's not something that comes with the Acceleration F/A-18. The gauges for the F/A-18 are written entirely in C++, and are all in the FA-18.DLL, which is not something that can be easily modified.

You can sort of "calibrate" the horizon line, by using the mouse wheel on the screw below the hud.
Title: Re: f-18 hud waterline
Post by: crim3 on October 21, 2008, 12:53:53 pm
That explains a lot of things :)
Maybe belongs to captain sim f-18. I don't remember any other f-18 installed in my fsx.

Don't worry about the dll, I dont have neither the skill, nor the knowledge, nor the software to do that kind of modifications.
Title: Re: f-18 hud waterline
Post by: Sludge on August 31, 2009, 05:19:13 pm
You can get the KB SuperHornet HUD and install it, and get it "collimated" as well.  The only problem I had was the clock would never fit in the HUD "glass" area, so I just shut it off.  It even has an extra control panel that you can change some of the HUD properties and functions, hence how I shut the clock off.

Yes, this can be installed on the FSX acceleration Hornet, with a few minor changes to your "panel.cfg" file in the panels folder.  I highly recommend it.  So much more realistic and easier to fly navy carrier pattern approaches and landings CORRECTLY.  You can use the course lines, the bracket alongside the velocity vector, and the energy caret to get on glideslope much better and make onspeed/slope landings with far greater ease than the default Hornet.  Also, the waterline is great for a visual cue of AoA, since the default Hornet doesnt have this either.

If you can wait a day or two, I will submit a "usmc pilot/hud" package .zip file to several of the main downloading sites, that has instuctions on installing the KB SUPERHORNET "realistic" HUD/control panel, along with a VMFA-312 pilot with proper flight suit patches.  In case you didn't notice, the default guy has USAF patches and wings, whats up with that?  ACC patch on the right chest, and USAF name tag... wtf?! NOPE, this doesnt fly for me.  So I took off the arm patches, and put a decent VMFA-312 logo patch on his right chest and gold wings on his flight name tag.

Any questions, feel free to ask...

Christian
fgrimley32@yahoo.com
Title: Re: f-18 hud waterline
Post by: Voodoo on August 31, 2009, 09:25:17 pm
That sounds like a really useful package, Christian! I must keep a look out for it!

@crim3
FYI, the Hudhornet gauge folder you've got is probably by a guy called Scott Printz and came with Dino Cattaneo's old F14 model for FS9 (which was upgraded for FSX by Ivan Kostic and Steve Hinson and loads of other people)

Title: Re: f-18 hud waterline
Post by: SpazSinbad on September 01, 2009, 04:02:43 am
fgrimley32, New Hornet HUD sounds interesting. Why not post the link here please? Thanks.

Dino Catteano has been updating his freeware FSX Tomcat regularly. Latest update (but check for earlier ones if required) here: http://indiafoxtecho.blogspot.com/2009/08/future-of-tomcat-project.html

MAIN PAGE here - scroll down to skip some earlier releases: http://indiafoxtecho.blogspot.com/
Title: Re: f-18 hud waterline
Post by: Doum76 on September 03, 2009, 04:00:11 pm
If you can wait a day or two, I will submit a "usmc pilot/hud" package .zip file to several of the main downloading sites, that has instuctions on installing the KB SUPERHORNET "realistic" HUD/control panel, along with a VMFA-312 pilot with proper flight suit patches.  In case you didn't notice, the default guy has USAF patches and wings, whats up with that?  ACC patch on the right chest, and USAF name tag... wtf?! NOPE, this doesnt fly for me.  So I took off the arm patches, and put a decent VMFA-312 logo patch on his right chest and gold wings on his flight name tag.

Any questions, feel free to ask...

Christian
fgrimley32@yahoo.com

I'll be looking forward for this package also. :)
Title: Re: f-18 hud waterline
Post by: crim3 on September 04, 2009, 03:19:53 pm
@crim3
FYI, the Hudhornet gauge folder you've got is probably by a guy called Scott Printz and came with Dino Cattaneo's old F14 model for FS9 (which was upgraded for FSX by Ivan Kostic and Steve Hinson and loads of other people)
Thx for the info!
Title: Re: f-18 hud waterline
Post by: neutrino on September 08, 2009, 01:31:45 pm
You can get the KB SuperHornet HUD and install it, and get it "collimated" as well.  The only problem I had was the clock would never fit in the HUD "glass" area, so I just shut it off.  It even has an extra control panel that you can change some of the HUD properties and functions, hence how I shut the clock off.

Yes, this can be installed on the FSX acceleration Hornet, with a few minor changes to your "panel.cfg" file in the panels folder.  I highly recommend it.  So much more realistic and easier to fly navy carrier pattern approaches and landings CORRECTLY.  You can use the course lines, the bracket alongside the velocity vector, and the energy caret to get on glideslope much better and make onspeed/slope landings with far greater ease than the default Hornet.  Also, the waterline is great for a visual cue of AoA, since the default Hornet doesnt have this either.

Christian
fgrimley32@yahoo.com
Hello Christian, what do you mean by "collimated" - that the HUD horizon can be adjusted to match the outside horizon? Also is it possible to use course line steering and ILS on moving carriers?
Title: Re: f-18 hud waterline
Post by: virtuali on September 08, 2009, 01:44:28 pm
Hello Christian, what do you mean by "collimated" - that the HUD horizon can be adjusted to match the outside horizon? Also is it possible to use course line steering and ILS on moving carriers?

Collimated HUD, means the HUD display is focused on infinity, so the pilot doesn't have to refocus his sight to see the outside world or the HUD graphic. A Collimated HUD will appear as if it was a large object far from the airplane. And, if the pilot moves is eyepoint left/right/up/down, the HUD will still be at the same position over the world.

Conformal HUD, instead, is when the HUD waterline matches the real world horizon, and so are all the other informations like the flight path marker.
Title: Re: f-18 hud waterline
Post by: neutrino on September 08, 2009, 03:17:11 pm
That's great info, virtuali, thanks! It seems then it will be kind of hard to make a collimated HUD in the sim unless you can read the current eye position. A conformal HUD however will be easier to make for a fixed eyepoint. I guess that's what Chrisitan was implying.
Title: Re: f-18 hud waterline
Post by: sonofabeech on September 08, 2009, 04:45:38 pm
Any news of the pilot/hud package that was mentioned in this thread
Grimley was going to post it within a few days and havent heard anything since.
Im sure Im not the only one who would be interested....
Anybody know ?
Title: Re: f-18 hud waterline
Post by: Sludge on September 11, 2009, 05:42:18 am
Hello all...

Wow, I had to NUKE my win xp and start over and finally got everything up and running.  Holy crap, did I stir up the "hornet's nest" with my post.  Sorry for the delay, so let me get to some answers.
Its only letting me send one, so Im sending the "panel.cfg" file.
OK, Here is the link for the KBT SuperHornet HUD.
http://www.simviation.com/fsxpanels2.htm  Its called "FSX F/A-18 Panel with realistic HUD".  Once you unzip them, all you have to do is copy and paste both "FA18_HUD" (contains the 2d HUD files and the HUD control panel) and "FA18_HUD_VC" (VC HUD, thicker lines) to your fsx/simobjects/airplanes/fa-18/panels directory.  You also have to copy and paste the
"switch_background" file into the panels directory.  Make a backup of your "panel.cfg" file in the panels directory.  Use my "panels.cfg" file and replace yours.  Start up FSX and use the F-18 in free flight.  If you start from engine off, you have to wait for your 2nd engine to start spooling to get HUD power.  Now you should see the new conformal (thnx virtuali) HUD, then go to shift-2 and a HUD control panel should come up.  You can set the HUD RADALT from there, along with clutter/declutter controls, and even use a GPS/NAV1/NAV2 small arrow steering on your HUD.
Any questions, feel free to email.
Laterz, Sludge
Title: Re: f-18 hud waterline
Post by: Sludge on September 11, 2009, 06:15:04 am
Hello all...

Here is the "f-18_main05_t_usmc.dds" file that replaces the default USAF pilot with a VMFA-312 pilot, w/wings of gold.

To install, backup your "f-18_main05_t.dds" file in your simobjects/airplanes/fa-18/texture directory.  Then unzip the "f-18_main05_t_usmc.dds" folder, rename the .dds file to default fsx name listed above, copy/paste to ...fa-18/texture directory.  Thats it.

Any questions, email me anytime...
Christian "Sludge" Snow
fgrimley32@yahoo.com
Title: Re: f-18 hud waterline
Post by: SpazSinbad on September 11, 2009, 07:17:28 am
fgrimley32, many thanks for the HUD. A quick first look gives me the impression that it works very well. The previous default view setting had allowed your new HUD to be larger and more visible. Very nice - so nice that on first use (runway landing) I spent way too much time looking at all the numbers and stuff instead of the indexer and glideslope. Video of poor landing (approach part only) can be made available if anyone interested to see the new HUD (not for the landing  :o ) at about 20Mbs .WMV:

http://www.filefront.com/14508887/NewHUDhornet11sep09FinalsNowraRW26stddefWin7FRAPSbestMUSICinagaddadavida.wmv

This is a Windows 7 RC default FSX setup showing NAS Nowra approach Runway 26 with a 35 knot westerly wind down runway no turblence. There is a steep gully off the approach end of this down and then up sloping runway but I go a bit too low. Hook is down to get a steady AoA Indexer. Music by 'Iron Butterly' "Innagaddadavida".
Title: Re: f-18 hud waterline
Post by: Sludge on September 11, 2009, 07:19:53 am
Wanna-be simulated Naval Aviators....

Feast your eyes on these pics.  THIS IS HOW A HORNET HUD SHOULD LOOK LIKE!!  Unzip and ENJOY!!
The first one is the carrier startup with HUD Control Panel.  The second one is on-final, little high AoA, working the lineup toward the back of the boat.  The third is on-speed, on-AoA, needles lined-up to 35R to KTIK (Tinker AFB)... where I work at.

Once you get this installed... the meatball cage on the left, the energy caret on the right, the "waterline" wings level, landing this bug is a sheer joy.  Now all we need is someone to write the code for a movable ILS, so the carrier can have needles and life would be grand.

Happy sim flying...
Laterz
Sludge
Title: Re: f-18 hud waterline
Post by: Sludge on September 11, 2009, 07:24:53 am
Spaz...

No problem, hope you enjoy.  Where is your landing video?  Would love to see it.

Check out my pics on my last post when you get a chance.

Laterz
Sludge
Title: Re: f-18 hud waterline
Post by: Sludge on September 11, 2009, 07:33:00 am
Spaz...

Just saw your video, classic.  Must say... way to pull up and throttle up a the last moment and salvage yet another sim F-18.

BTW, if you want, for fuel loadouts, I use 60.7, 78.1, 99.7, 47.7, 95.0, 95.0 respectively on the fuel loadout screen.  I have that saved as the default flight and load it during carrier practice before I even start the engine.  Give me around 7k fuel and makes for a much better handling bug in the pattern.  What do you use?

Laterz
Sludge
Title: Re: f-18 hud waterline
Post by: SpazSinbad on September 11, 2009, 07:59:26 am
Ha, one day I will have the time to get out for more carrier practice but at moment I cycle between Vista and Win7RC testing the KAHU Skyhawk and not much other flying (from RW 26 at NAS Nowra where the KAHU used to be based - training - even though it is the only Australian Navy airfield [KAHU is an updated A4K of the New Zealand Air Force]). Anyway having these good HUDs to work with makes working the carrier much easier I would guess. No question - many thanks for making it available.

One thing about your 'comment' about your carrier approach screenshot. Please bear with me I am not trying to be smart or picky but just point out how I see the screen shot (shown below here):

"A little SLOW, a little LOW and a little LEFT" would be my comment at this instant. Seeing these minor things is very important to get a good carrier approach going. But I take your point you see a 'little high AoA' but think of it as SLOW and then you perhaps will add that power and lower the nose or whatever is required.

Yeah my landing at NAS Nowra is atrocious because I was looking at all the fancy HUD stuff - HONEST!  ;D

About fuel - I try to be standard at around 30% but not always have set up that for the Hornet. As my flying is mostly testing the KAHU then it is standardised for testing purposes. BUT I agree having the lowest fuel/AUW is a good idea for the best engine response and least effect on arrest/landing for your Hornet setup. Probably using the same set up every time really helps get adjusted to what is required. Then the setup can be varied IMHO. More later, gotta go....
Title: Re: f-18 hud waterline
Post by: Sludge on September 11, 2009, 08:25:13 am
Spaz...

No problem.  Actually, it wasnt me who did this.  Here's the link where I got started.  http://www.sim-outhouse.com/sohforums/showthread.php?p=97467
I was reading the sim-outhouse forum thread and paid attention to posters "jimmy pacquet" and "dswo".  And played with the HUD numbers to determine the "x/pos, y/pos, x/size, y/size" sequence to the numbers.  Which is the proper sequence if you want to play with your HUD btw.  IE, in the "panel.cfg" file, where you substitute "gauge03=fa18_hud_vc!fa18_hud_vc, 575, 490, 450, 560"  in the vc panel at the bottom of the config file...  575 is x/pos, 490 is y/pos, 450 is x/size, and 560 is y/size.  Higher number moves x/pos to the right.  Lower number moves y/pos up.  x/size and y/size should be self explanatory.

I saw this forum here and thought I would share their info., along with my pilot modification file so others could enjoy a better hornet HUD.

Well, I'm out.
Laterz
Sludge

Title: Re: f-18 hud waterline
Post by: SpazSinbad on September 11, 2009, 08:53:10 am
fgrmiley32, thanks again and your work most appreciated. How did you get the absolutely clear HUD? Thanks again.
Title: Re: f-18 hud waterline
Post by: Sludge on September 11, 2009, 09:41:49 am
OK, real quick...

I got the clear HUD glass as a zipped file called "fa18hudm" from one of the big download sites, forgot which one but just google it and you'lll find it.   Its the "HUD_glass_transparent" folder out of the three included.  I love it.  Makes using the HUD much better.

And another thing.  Just changed my "aircraft.cfg" file, so that on "half flaps" are still auto, by keeping the "maneuvering_flaps" value to 1 in the "[flaps.0]" but changed it to 0 (zero) for the "[flaps.1]" section.  So now I can manually command FULL FLAPS at 45 deg for landing but keep half flaps in auto functionality when needed for pattern work.  Maybe not as REAL LIFE in the jet as some others talk about, but for me, its a god-send.  Dont know why I didnt figure this out sooner... 

Now, I LOVE FLYING this thing and I land just to land and practice.  On-speed, on AoA, it's amazing!  It works on carriers, on land, anywhere.  Try it out and tell me what you think.

FOR REAL, IM OUT for the nite!
Sludge
Title: Re: f-18 hud waterline
Post by: SpazSinbad on September 11, 2009, 10:18:40 am
fgrimley32, thanks again for your work, advice and input. Most appreciated by me. I'll see what I can find re the clear HUD. Have an 'almost clear' HUD in Vista FSX (standard HUD in Win7) but would prefer the "NO HUD" look such as seen in your screenshot.

This may be heresy for some but I use DirectX9 in both Vista and Win7. The other day an update to DirectX9 was issued that for the KAHU Skyhawk HUD at least (not sure about other HUDs yet - not really tested) the HUD symbology no longer dances around at random - which is really good. The full DirectX9 download is here (103Mbs):

http://majorgeeks.com/downloadget.php?id=2924&file=1&evp=13a19092b4f125241930bd833db42de2

Looking for the "fa18hudm.zip" it seems that I have this one already but perhaps because I'm using DirectX9 (rather than 10) I'm not seeing the proper 'clear HUD' but rather a visible but almost clear HUD? Hmmm. Certainly what is almost clear is much better than the standard 'can't see through HUD'.  ;D

http://www.simplanes.net/index.php?option=com_remository&Itemid=53&func=fileinfo&id=124   (under 1Mb zip)

MY ERROR There is a completely transparent HUD in the zip package. I'll check it out thanks. Screenshot of the completely clear HUD in the image below (from zip package):
Title: Re: f-18 hud waterline
Post by: SpazSinbad on September 11, 2009, 10:30:54 am
Excellent Utube real Hornet carrier landing (from halfway round base turn to arrest) here:

   (.FLV video 1.6Mb)
Title: Re: f-18 hud waterline
Post by: SpazSinbad on September 11, 2009, 11:27:51 am
Transparent HUD works as advertised. Thanks again. I can see... I can see... I can see...  ;D
Title: Re: f-18 hud waterline
Post by: Doum76 on September 13, 2009, 05:17:09 pm
Thanks for this little «Package», haven't been flying the Hornet much for the last 4-5 Days, i was pretty much trying to get used to the Aerosoft F-16, whihc uses this kind of HUD, makes me wanna get back to the nice Hornet! :)

Any idea why i can't get the Bank Angel arc? I only get it when Landing Gears are down, on Spaz Video, he has the Bank angel arc on both HUD configs. :(
Title: Re: f-18 hud waterline
Post by: Doum76 on September 16, 2009, 02:11:13 am
Grettings all,

And thanks again fgrimley32.

I posted a message about having problems landing the F/A-18 on carrier since i've re-installed the game, and today i found out, since i've never made traps since my re-install, i didn't know what was the prob, but i found out today that the new HUD as mentionned in this thread was the prob. i did't cared much before about having the knots for some reason, stucked at 48 knots, and stayed as is, until you went over 48 nothing changed... i thought at first it was the wind, or something to do with «collimated HUD», but today i realised it didn't made any sense, that  on a carrier, having 48 knots wind pointing at the front of the ship, and also 48 knots turning around, and still 48 facing the back of the boat.... So i went in another adventure of understanding XML files, and found out in the .XML gauges that has most of the HUD info, there was a line about the Airspeed and made it at 48 for some reason, maybe a mistake since besides the info theres something about 48%, and the person might had wrote 48 on the 2 places instead of 0, i don't know, or is it something about real HUD, that also i don't know, but al i know is, once i wrote down 0, and got back in FSX and tried it out, the Airspeed indicator was normal, and showing the 20 to 24 knots winddraft, anf turning around made th airspeed near 0, so basicly as normal, not stucked on 48, and bingo, no more roll over on landings, so i guess that was my problem, the information might had been affecting the calculation on landings etc... i was always rolling over, even though i was almost lined-up with centerline, now, it reacts as it was with the default HUD from Acceleration.

And while being at it, i've also been able to find where to adjust the line-up of the clock, now it's inside the HUD and not on the metal frame, and i've also took off the line that made the Bank Scale off with landing gears up, i've made some search on Utube and some has the Bank Scale on gear up and some not, but i decided to made it available.

For those who might want it, i've attached  a jpg showing the difference, and a .zip with the .XML file and instructions where to put this file in.

Title: Re: f-18 hud waterline
Post by: SpazSinbad on September 16, 2009, 04:42:51 am
Doum76, Nice HUD changes. Thanks for finding and fixing.  ;D  Works OK now on my system.
Title: Re: f-18 hud waterline
Post by: SUBS17 on September 16, 2009, 08:48:34 am
Crickey whats happening here with that HUD guys nice work some ones placed a bracket finally 8) and I see NWS Hi mode! Is that implemented the NWS Hi/Lo modes?
Title: Re: f-18 hud waterline
Post by: Sludge on September 16, 2009, 09:21:17 am
Hello SUBS...

Yeah, we got a good HUD here and I think that it is modeling the NWS lo/hi modes correctly.  I'm researching if some of those NWS settings in the default might be why the nosewheel steering is soo finicky during touchdown and causing lots of sim aviators to crash, along with the braking problems.  Ill let you know how that goes.  Also, that fix DOUM did with the clock is great.  Which reminds me...

DOUM, I have a request.  Can you please modify the right HUD GPS/ILS info. block with your MAD .xml skillz?  If I'm flying to KDFW from KTIK, its about 150.3 miles.  When I select DIRECT TO, and program in KDFW on the GPS, then use the HUD CP or MFD to select GPS, on my HUD, even at its widest settings (+550 x/size), it cuts off the W halfway in the "150.3 KDFW" just below the ALT box gauge.  If you want to see what I mean, program in a waypoint to your GPS that you know is over 100 or even 1000, and then make your HUD display GPS Waypoint info.  You'll see what I mean, right off the bat.  Any help is appreciated.

OH YEAH, I almost forgot...  I even got the new HUD to work full screen, all you have to do is alter your "panel.cfg" file and rewrite both "gauge00" lines for the MINIPANEL and MAIN_PANEL windows to read "gauge00=fa18_hud!fa18_hud, 0, 0, 456, 378, 4"  I havent messed with the numbers yet, so the HUD still appears low and wide, but I will soon and keep you updated on that front.

Also, since I'm obviously new to online forums, how do I post pics that you can expand and see from the post?  Would like you fellas to see some of my progress...

Laterz
Sludge
Title: Re: f-18 hud waterline
Post by: SpazSinbad on September 16, 2009, 09:53:41 am
Full screen HUD is interesting to me for sure, as long as the AoA indexer has room at the left side? Generally I find it very annoying that the left support metal for the HUD is ALWAYS in the WAY when on centreline for the angled deck. BAH HUMBUG!  ;D

When replying, to add pics then click on blue text 'Additional Options' below left of the reply window. At the ATTACH window click on the 'Browse' button to go to your pic(s) etc. ..... & then POST!
Title: Re: f-18 hud waterline
Post by: Doum76 on September 16, 2009, 07:52:59 pm
Doum76, Nice HUD changes. Thanks for finding and fixing.  ;D  Works OK now on my system.

Hey Spaz,

No problem, always a pleasure to help back.  ;D
Title: Re: f-18 hud waterline
Post by: Doum76 on September 16, 2009, 08:04:20 pm

DOUM, I have a request.  Can you please modify the right HUD GPS/ILS info. block with your MAD .xml skillz?  If I'm flying to KDFW from KTIK, its about 150.3 miles.  When I select DIRECT TO, and program in KDFW on the GPS, then use the HUD CP or MFD to select GPS, on my HUD, even at its widest settings (+550 x/size), it cuts off the W halfway in the "150.3 KDFW" just below the ALT box gauge.  If you want to see what I mean, program in a waypoint to your GPS that you know is over 100 or even 1000, and then make your HUD display GPS Waypoint info.  You'll see what I mean, right off the bat.  Any help is appreciated.

Laterz
Sludge

There you go, it was a tricky one though, had to modify 3 infos for it, since i'm no expert at it, just trying out things, takes a few tries to find out how it works. :)

In the HUD NAV block sections inside the .xml file, starting with <Position X="470" Y="450"/> <Text X="140" Y="23" Bright="Yes" Length="40" ..... I had to play a both with the first X's and the second X's...  The first one seems to be the coord. inside the HUD, the second one, the Coord inside a kinda mask zone and inside the HUD, so had to move the X in the HUD than modify the X coord  inside that invisible Masking Box, i also made the text aligement RIGHT, meaning the additional text flow will makes the texte line grow on the HUD inside zone rather than the outside and making it get closer to the Metal Frame, i've  also changed the Lenght variable that seems to be that kinda masking zone that was cutting the text... so i made changes to allow texte being all showed up as hundreds digits, and thousands digits, as shown in the attached picture, and also made me change that also on the clock again, making aligne to the left and making the added time, or the Z for Zulu time inside the HUD rather than getting closer to the Metal Frame.

Hopes it does what you wanted.  ;D
Title: Re: f-18 hud waterline
Post by: Doum76 on September 16, 2009, 08:06:26 pm
Hello SUBS...

Yeah, we got a good HUD here and I think that it is modeling the NWS lo/hi modes correctly.  I'm researching if some of those NWS settings in the default might be why the nosewheel steering is soo finicky during touchdown and causing lots of sim aviators to crash, along with the braking problems.  Ill let you know how that goes.  Also, that fix DOUM did with the clock is great.  Which reminds me...

DOUM, I have a request.  Can you please modify the right HUD GPS/ILS info. block with your MAD .xml skillz?  If I'm flying to KDFW from KTIK, its about 150.3 miles.  When I select DIRECT TO, and program in KDFW on the GPS, then use the HUD CP or MFD to select GPS, on my HUD, even at its widest settings (+550 x/size), it cuts off the W halfway in the "150.3 KDFW" just below the ALT box gauge.  If you want to see what I mean, program in a waypoint to your GPS that you know is over 100 or even 1000, and then make your HUD display GPS Waypoint info.  You'll see what I mean, right off the bat.  Any help is appreciated.

OH YEAH, I almost forgot...  I even got the new HUD to work full screen, all you have to do is alter your "panel.cfg" file and rewrite both "gauge00" lines for the MINIPANEL and MAIN_PANEL windows to read "gauge00=fa18_hud!fa18_hud, 0, 0, 456, 378, 4"  I havent messed with the numbers yet, so the HUD still appears low and wide, but I will soon and keep you updated on that front.

Also, since I'm obviously new to online forums, how do I post pics that you can expand and see from the post?  Would like you fellas to see some of my progress...

Laterz
Sludge

I'll have to try out that full screen, see what it does.  ;D Oh, and may i ask what is exactly NWS lo/hi modes?
Title: Re: f-18 hud waterline
Post by: SUBS17 on September 16, 2009, 08:09:47 pm
Nose Wheel steering Lo and Hi modes, with Lo it moves like a normal NWS for an aircraft in Hi mode it will turn well beyond the normal limits to allow the hornet to manouvre on the deck of the carrier.
Title: Re: f-18 hud waterline
Post by: Doum76 on September 16, 2009, 08:19:55 pm
Nose Wheel steering Lo and Hi modes, with Lo it moves like a normal NWS for an aircraft in Hi mode it will turn well beyond the normal limits to allow the hornet to manouvre on the deck of the carrier.

So if i understand right, Hi makes it tight turn when taxing and Low, as would be needed on any Runway, slower turns that doesn't need to turn on a Dime sorta?
Title: Re: f-18 hud waterline
Post by: Sludge on September 16, 2009, 09:21:58 pm
DOUM...

You are the CHAMP!!  Thats exactly what I was asking for...!!  Now I cant wait to get home and download and install.  You know, keeping these mods going is great.  If someone can get the AUTO-FLAPS logic figured out, ie, rewriting/changing whatever program dictates the half/full flaps deploy speeds to what they should be and not 90 kts or whatever "too slow to be effective except on the ground" range they are at now... the FSX F-18 would be damn near the perfect aircraft for FSX flight simming.  Virtuali, any inputs you have would help...

Other than that, much thanks for some great .xml work.  Like I said, you got MAD .xml mod skillz.

Laterz
Sludge
Title: Re: f-18 hud waterline
Post by: Doum76 on September 16, 2009, 10:22:54 pm
DOUM...

You are the CHAMP!!  Thats exactly what I was asking for...!!  Now I cant wait to get home and download and install.  You know, keeping these mods going is great.  If someone can get the AUTO-FLAPS logic figured out, ie, rewriting/changing whatever program dictates the half/full flaps deploy speeds to what they should be and not 90 kts or whatever "too slow to be effective except on the ground" range they are at now... the FSX F-18 would be damn near the perfect aircraft for FSX flight simming.  Virtuali, any inputs you have would help...

Other than that, much thanks for some great .xml work.  Like I said, you got MAD .xml mod skillz.

Laterz
Sludge

 ;D Anytime, but all that was because of your skill to figure out what to put in the Panel.cfg so we can use it, i tried before you came out with the package and weren't able to.  :o

Yep that would be grat for the Flaps, also if someone could come out with a Model with some external thanks, stuff on stations, we could be able to use the FSX Weapon Packs, even beter if someone could come out with some Targeting features on the HUD...humm maybe i'll try to get that going by looking at some of the already implanted stuff on the HUD, but that's asking lots of figuring out, later tonight i'll try to get back on making my engine exhaust gaz effet better, since i've figured out how to attach file  ;) i didn't found out until last night, i'll post the effet on the forum.

Now time to cook some General Tao, catch you guys later, and thanks again dude for the Collimated HUD!!
Title: Re: f-18 hud waterline
Post by: Sludge on September 17, 2009, 04:20:47 am
Dr DOUM...

Greatness, my friend...!!  Great mods for the vapor, the smoke, and now the HUD Right Side Info mod., what more can I say?  Big Thanks, man!!

Hope you enjoyed that General Tao, Id get you some pizza and captain morgan's for these mods.  I even settled for the keeping the leading edge flaps auto = 1 (auto logic) and the trail flaps = 0 (manual), and the landings are soo much better.  Much more glideslope control and response.

Also, just added the gear compression mod, and did a few touch and go's at KTIK... so far-so good, now I just have to try on the carrier and see how it handles the cat shots (trouble area in the boards) and the traps.

Later dayz!
Sludge
Title: Re: f-18 hud waterline
Post by: Doum76 on September 17, 2009, 04:39:15 am
Greetings man,

Hope you enjoy the smoke, i can't tell you how the hell i made myself white hair appear to figure out how Effects works, made lots of reading, of tries, those things are a pain in the ass to do as you would like it, but so far, i'm stil surprise i could end up with that result, for the vapor, that was the challenge, i tried for a few days creating one, a moving one, but couldn't figure out how to make the particules to follow a specific pattern, since the vapor on a F/A-18 follow the kinda little wingtip from the nose going to the wings, would had be easier on a Tomcat for exemple sinse it's straight, so i ended up modifying that one from the SuperHornert, instead of moving into the air, it's 12 little cloads overlapping each others and not moving, like 12 lights allignes rottating on each others.

Now i wanna try to fix the ACLS Tadpole, it's moving, but not turning showing up the direction.

And yeah the General Tao was good, my first try, but less complicated to do than figuring out stuff in .xml andd effect.  ::)

Pizza and Cap. Morgan... that would a dreadful cocktail. :)

Take care.
Title: Re: f-18 hud waterline
Post by: SUBS17 on September 17, 2009, 08:38:52 am
Can you fix the FPM as well as that needs some modding it moves way too much.
Title: Re: f-18 hud waterline
Post by: SUBS17 on September 17, 2009, 08:40:07 am
DOUM...

You are the CHAMP!!  Thats exactly what I was asking for...!!  Now I cant wait to get home and download and install.  You know, keeping these mods going is great.  If someone can get the AUTO-FLAPS logic figured out, ie, rewriting/changing whatever program dictates the half/full flaps deploy speeds to what they should be and not 90 kts or whatever "too slow to be effective except on the ground" range they are at now... the FSX F-18 would be damn near the perfect aircraft for FSX flight simming.  Virtuali, any inputs you have would help...

Other than that, much thanks for some great .xml work.  Like I said, you got MAD .xml mod skillz.

Laterz
Sludge


You would probably want the FBW fixed as well as there are problems in that area as well as the trim.
Title: Re: f-18 hud waterline
Post by: Doum76 on September 17, 2009, 02:49:15 pm
Can you fix the FPM as well as that needs some modding it moves way too much.

I can try to take a lok at the flight path marker man, but as i said i ain't developper, i simply read and try to figure out, when things got too deep in programming, i have a hard time, for exemple last night i tried to do some stuff with the steer cue, tadpole, but no sucess, i want the tail to turn as it would be to show up the heading.

I'll give a try with the FPM.
Title: Re: f-18 hud waterline
Post by: Sludge on September 17, 2009, 06:32:49 pm
I think for this f-18 fsx model, I would be happy with some of the upgrades talked about, because they are a possibilty without having to know how to completely rewrite code.  I mean, if someone with as limited skill as myself can find the KBT SuperHornet HUD files, read some boards, try out the ideas and make them work, and explain how I did it to the public, then anybody can.  On top of that, you throw in a modder like DOUM, who is good enough to rewrite some .xml files and experiment, that opens up a whole nother can of whup ass on modding.
Other than that, I guess we will have to wait for the VRS SuperHornet for FSX for those upgrade mod monsters like FBW or hopefully a carrier ILS with highly realistic HUD with all the bells and whistles.  I guess its supposed to be FSX-centric with alot of the upgraded realisms we want or talk about, but we will see when it comes out.

Anyway, thanks for trying DOUM... that would be nice to get the steer cues and ACLS to work, but sometimes, as modders, we dont win.  Been a great week though, with plenty of success in my book!

Laterz
Sludge
Title: Re: f-18 hud waterline
Post by: SUBS17 on September 17, 2009, 08:10:03 pm
You won't have to wait long for the FSX version of the VRS Superhornet as it might be released later this year although I think the Pro version will be the one to look out for. BTW whats the button for the NWS modes for FSX acceleration hornet and I wonder is it possible to have a NWS engage/disengage button as well? Another idea for drastically increasing the immersion of the carrier Ops is to have animated crew on the deck. DiDs Superhornet featured this where they used a combination of hand signals and radio signals to guide the Rhino to the Cat its nice to see that FSX supports animated people so it might be worth looking into.
Title: Re: f-18 hud waterline
Post by: Sludge on September 17, 2009, 10:37:56 pm
SUBS...

I hope so, would love to get a SuperBug with most of bells and whistles.  I remember the DiD SuperHornet too.  Would like to see moving and animated deck crew too, but with FSX, I wouldnt count on it, or it would have to be thoroughly reprogrammed to be flexible and interactive the way FSX is inherently NOT.

I dont know if the NWS is switchable between lo/hi or even able to disengage.  I'm guessing NOT, since I havent seen anything at all about it.  You know... on an separate note, I bet some of the spin outs on land runways that other forums talk about might be associated with this somehow?  Might be something that is tweakable/reduceable in some .cfg program or another?

BTW, not that I'm a naval aviator, I did go thru Navy Primary in NAS Corpus but didnt make it (puker)... but wow, alot of people in their stories and youtube videos DONT know how to carrier land.  They aim straight to the back of the boat, using the wake as a straight in line-up (disregarding crossing the wake and lining up on the angled deck), and then muscle the f-18 straight down and reduce power and flare just over the fantail.  I think if most people out there would read some basics of naval aviation, ie. flying the aoa, line-up on the angle deck, and POWERED DESCENTS... they would have alot more success.

Laterz
Sludge
Title: Re: f-18 hud waterline
Post by: Doum76 on September 17, 2009, 11:25:12 pm
I think for this f-18 fsx model, I would be happy with some of the upgrades talked about, because they are a possibilty without having to know how to completely rewrite code.  I mean, if someone with as limited skill as myself can find the KBT SuperHornet HUD files, read some boards, try out the ideas and make them work, and explain how I did it to the public, then anybody can.  On top of that, you throw in a modder like DOUM, who is good enough to rewrite some .xml files and experiment, that opens up a whole nother can of whup ass on modding.
Other than that, I guess we will have to wait for the VRS SuperHornet for FSX for those upgrade mod monsters like FBW or hopefully a carrier ILS with highly realistic HUD with all the bells and whistles.  I guess its supposed to be FSX-centric with alot of the upgraded realisms we want or talk about, but we will see when it comes out.

Anyway, thanks for trying DOUM... that would be nice to get the steer cues and ACLS to work, but sometimes, as modders, we dont win.  Been a great week though, with plenty of success in my book!


Well ma, i think indeed that's it for now, i've fooling around with the Tapdole and the FPM moving around, no joy. Way too much to understand about that, i've been able to make it less sensitive but in flight it has been afected as well. So let's wait VRS.
Laterz
Sludge
Title: Re: f-18 hud waterline
Post by: Doum76 on September 17, 2009, 11:36:32 pm
BTW, not that I'm a naval aviator, I did go thru Navy Primary in NAS Corpus but didnt make it (puker)... but wow, alot of people in their stories and youtube videos DONT know how to carrier land.  They aim straight to the back of the boat, using the wake as a straight in line-up (disregarding crossing the wake and lining up on the angled deck), and then muscle the f-18 straight down and reduce power and flare just over the fantail.  I think if most people out there would read some basics of naval aviation, ie. flying the aoa, line-up on the angle deck, and POWERED DESCENTS... they would have alot more success.

Laterz
Sludge

Crap, sorry you haven't made, at least you had a try  ;D, that was my dream since i was 5 yrs old i was caring more about planes than cars, was doing modeling of aricraft rather than cars as most kids my age, i had a crush for all what was military aircraft, but even before i had to try out, my darn flat foot made me not even dare tried. :(

As for the carrier landings, i think most people don't care in FSX, most people you see on Utuve takes FSX as a simple videogame, the faster they land on the carrier, the best run they made as for they are concerned, they don'T care much about the real pattern stuff or even handling the aircraft, i'Ve even seen a chain there that people where doing competition who lands fastest, 29 seconds was the fastest, but try to imagine what the pattern was, even start going downwind on starbord side and aiming the deck at deck lvl to grab 1 cable.

I'm one of the rare ones that never been affiliated with real aviation or military stuff that cares about flying in FSX as it would be in real life, if i wanna play a game, i get on my PS3, you can ask Spaz how many questions i asked, how much stuff/info he provided me, and more than all, how much readings i've made on the web to learn how to control, pilot the Hornet, how things are done, and took me about a month to be able to get used to it, and get carrier landings done. I'm far from perfection, but as you can see in this video, ain't that bad for a .xml modder wanna bee.  :P



But do not take a lok at my Aerosoft F-16 second landing. it's a pain to master for me as well.
Title: Re: f-18 hud waterline
Post by: SpazSinbad on September 18, 2009, 01:17:00 am
To me it is interesting that there is a lot of enthusiasm to fix the 'bugs' in the HORNET FSX and also to do better carrier landings. I think Doum76 does very well on both counts.  ;D

I'm not in the aircraft for the carrier landing - to me the START is lined up left (not enough crossing the wake) but after that things get on track for a good landing. The video comments says a MIL PWR touchdown which may not be correct otherwise (depending on when MIL PWR is selected) there would be a catastrophe. Perhaps MIL PWR was at touchdown which is standard procedure for hitting the deck (arrest or not - then bolter) go to MIL PWR and when obviously coming to a stop during arrest then idle power.

So the only 'quibble' with that carrier landing is the lineup at start. Otherwise nicely flown. There may be different opinions on it but to me the effort was there to get onto being precise early and there was a good result. I saw the video without sound - so don't know the wire taken.

ADDITION: Was able to watch video again with sound. Caught No.1 wire which is alright if the power is coming ON. The LSO comments I think "lined up right" at start in debrief; which is true, once the real approach starts - but before that just before and just after the 'ball call' the aircraft is motoring across to the right to stop being lined up left - then goes past angle deck centreline to be "lined up right" etc. Still and all - with errors - there was a quick response to get back to what is required and that is the way to do it - with a good result. With always a good effort to stick with the Optimum Angle of Attack that is good to see. BZ. [Naval slang for 'well done'.]  ;D
Title: Re: f-18 hud waterline
Post by: SUBS17 on September 18, 2009, 08:53:19 am
SUBS...

I hope so, would love to get a SuperBug with most of bells and whistles.  I remember the DiD SuperHornet too.  Would like to see moving and animated deck crew too, but with FSX, I wouldnt count on it, or it would have to be thoroughly reprogrammed to be flexible and interactive the way FSX is inherently NOT.

I dont know if the NWS is switchable between lo/hi or even able to disengage.  I'm guessing NOT, since I havent seen anything at all about it.  You know... on an separate note, I bet some of the spin outs on land runways that other forums talk about might be associated with this somehow?  Might be something that is tweakable/reduceable in some .cfg program or another?


Laterz
Sludge

Deck crew is a possibility for FSX since it supports animated people though it would require the sim to be played as a mission in order for those options to work. The hand signals can be found in the NATOps manual although I think its procedures are better suited for VRS superhornet than for the FSX acceleraion one. But the engine startup is quite similar for both aircraft ideally this would go well with a combat mod in MP.
Title: Re: f-18 hud waterline
Post by: SUBS17 on September 18, 2009, 09:23:34 am



But do not take a lok at my Aerosoft F-16 second landing. it's a pain to master for me as well.


Nice landing but to land the F-16 you need to do 2 things 1st is to flare until the FPM is at the far end of the runway at 100ft and 2nd thing is once on the ground pull back on the stick to place the guncross on the 10degree pitch line to aero brake the aircraft until at least the nose drops about 100kts and then engage NWS about 70kts. You can rapidly deccelerate by combining airbrakes, aerobrake and wheel brakes but IRL if you just use wheel brakes and speed brake to stop you risk burning the brakes out. Not sure if this stuff is modelled in this addon or not. BTW I wonder if departure is modeled you could give that MPO switch a try(overide) 8)
Title: Re: f-18 hud waterline
Post by: Doum76 on September 18, 2009, 03:23:11 pm
To me it is interesting that there is a lot of enthusiasm to fix the 'bugs' in the HORNET FSX and also to do better carrier landings. I think Doum76 does very well on both counts.  ;D

The Hornet ain't really bug, just need more reallistic touch ups, but that only few freaks like us care, i gotta admit i love the Hornet, that's what made me get into all this, graphicly stil impressive. But more reallistic addons sure is welcomes. BTW leads me to ask this questions, as for flight dynamic, how the Hornet is handled etc.. is it a bit close to how the Real Hornet reacts?

or the carrier landings, i did tried to get better, but as always my line ups for some reason are my major problem, either on carrier or land, and since the new HUD, i'm having a hard tieme doing carrier landings, trying to figure out what affects this.... For Lands, i'm getting better but it's kinda cheaping now with the E Bracket, Tapdole and Vertical Velocity Vector, makes all easier on land, as for carrier, still wil ned to get back to that, since i'm done with the file fooling around for now.  ;)

I'm pretty sure if i would had been a character in TopGun movie i wouldn't had been Goose, but GooseBumps, for all the shivers i would give people on carrier when landing.  ::)
Title: Re: f-18 hud waterline
Post by: Doum76 on September 18, 2009, 03:29:33 pm
Nose Wheel steering Lo and Hi modes, with Lo it moves like a normal NWS for an aircraft in Hi mode it will turn well beyond the normal limits to allow the hornet to manouvre on the deck of the carrier.

Only things i'Ve found so far is inside the «...Microsoft Flight Simulator X/SimObjects/Airplanes/FA-18/Panel/FA18_HUD_VC/FA18_HUD_VC.xml»

There is a section with NWS, but hw we can set it up on and off no idea, how it affects the wheel no idea, all it says it's how it's been triggered.

If i understand right, NWS is triggered by: Wheel on ground, Gear down, center wheel rpm reaches 100 knots.
NWS HI:  onon ground, Gear down, GROUND VELOCITY (Knots) reaches 15

But might only be to make the text appear on the HUD and does nothing else.

Title: Re: f-18 hud waterline
Post by: Doum76 on September 18, 2009, 03:41:44 pm

Nice landing but to land the F-16 you need to do 2 things 1st is to flare until the FPM is at the far end of the runway at 100ft and 2nd thing is once on the ground pull back on the stick to place the guncross on the 10degree pitch line to aero brake the aircraft until at least the nose drops about 100kts and then engage NWS about 70kts. You can rapidly deccelerate by combining airbrakes, aerobrake and wheel brakes but IRL if you just use wheel brakes and speed brake to stop you risk burning the brakes out. Not sure if this stuff is modelled in this addon or not. BTW I wonder if departure is modeled you could give that MPO switch a try(overide) 8)

For the NWS not sure if it's moddled, i'll have tor ead some aprt of themanual again, but i don't rememebr seing anything about it, on the other hand, keeping the nose up on landing to aero brake until reaching about 80 knots, that i remember reading it, but, was it on a forum or manual, i try to do it, but i let stick go too fast. But for the procedure about the FPM up to the end pf runway is sure of an help.

Only problem, i don't know if it's like that for real F-16 or the model (getting answers on their forum seems as tough as to get a picture taken with Humpty Dumpty) but getting the optimum  donut with AoA Bracket and ILS bars still visible  on a decent Rate of descent is pretty tough to achieve, the Bracket and ILS bars tend to go away bellow the HUD and when little thrust is add to make them appear back or have a decent rate of descend, the donuts change easily to show your too fast, the donut might lack accuracy, i  know the optimum angle is 13 deg, but can't remember the min that will get the donut to fadein a too fast chevron.

Another stupid questions, while looking at the replays, i'Ve realised that the little fin underneath the fuselage, between the nozle and the back landing gears (same fin there is on both outtake fuselage on the Tomcat) seems to be a lvl showing the right AoA, the nozle, the fine line and the back landing gears seems to get lvl line when optimum angle is obtain, what really is those little fin?
Title: Re: f-18 hud waterline
Post by: SpazSinbad on September 18, 2009, 04:07:02 pm
Doum76, probably only a Hornet pilot can comment on the flying characteristics of the model in FSX. I would presume someone has given it the OK (OK for sim) where there have been many compromises. Worrying about how realistic the sim is is not worthwhile if there is nothing to compare it too. Certainly the Hornet does not fly like a 747. In older FlightSims often the homemade military jets were made to fly like the Lear Jet. OK for some but not realistic. FSX Hornet is not a Lear Jet.

As for line up on the carrier. Draw a diagram. Have a look at the several diagrams in this forum. The angle deck is approximately ten degrees different to the axial heading of the ship. I could give numbers for how much offset this will mean when you are 1.5 Nm from touchdown on the carrier but I know you can work it out also.

When you catapult you can note the catapult heading then turn down wind at 30 degree angle of bank to the reciprocal heading and then add ten degrees more to port to be downwind for the angle deck. Do you follow? OR you can go downwind on the reciprical catapult heading but when you turn base you should turn at a lesser angle of bank, at say 27 degrees? Why? Because if you go downwind on reciprocal heading to catapult (axial deck hdg) then steadily you will be ten degrees off to stbd flying away from the carrier, rather than directly parallel to the angle deck. All this does not matter a lot if you fly downwind close to the correct distance from the ship (whatever that is - once again look at the NATOPS carrier circuit diagrams in this forum).

Even though a former Hornet pilot says to turn on the instruments, he would not be doing that as though he is instrument flying (in cloud). He would be referring to the instruments more often than usual but doing visual flying; whilst keeping an excellent lookout and also looking at the carrier to get feedback about position to turn base at correct distance downwind etc. He will be looking at the ship during the turn but also doing the turn by the book so to speak - so that the aircraft is close to ideal position when rolling wings level 'at the start', lining up correctly, having crossed the wake by a sufficient amount. This is why you need to make your own diagram, to get clear in your mind how much offset that is. Draw a straight line down the angle deck to approx. 1.5NM and measure the distance at that point to a similar distance but straight down the axial deck. It is quite a significant lateral difference - no?

Anyway all this takes practice. There is no other way. No magical formula except 'meatball, line up and airspeed' - "glideslope, line up and Optimum Angle of Attack". Personally I like to keep it simple. As mentioned before I find the HUD distracting. To me it is only good for altitude and heading information. Otherwise the rest of the wobbly bits are ignored. When 'at the start' all is ignored except mentioned because the AoA is to the left of the HUD, while I can see the line up and the mirror in front. This is when the left metal support bracket for the HUD gets in the way, if you are lined up correctly. Anyway that support bracket can be made transparent perhaps?   ;D  This is where a Full Screen HUD with room for the AoA indexer to be in view would be very handy; but of course the metal bracket would still be there; but perhaps less intrusive, depending on whatever.

I'll repeat. Landing this aircraft on a runway is easy compared to landing on a carrier. OK? There are many sim limitations to how a carrier landing can be achieved. To me the worst drawback is that the mirror and other ship cues such as lineup, cannot be seen at a sufficient distance; so too much guesswork is required at the start. For similar reasons experienced carrier pilots start their wings level approach much closer to the ship. Why? Because things are clearer up close and the less time in the groove means less time to make mistakes. So I'm told.  ;D  Several real online HUD Hornet videos have a very short finals from base turn but this is not showing off - this is realistic. Of course the finals can be too short and if so the LSO will wave you off.

Practice practice practice. Practicing FCLP is good for getting some aspects such as lineup correct from a good base turn position. However ensure that the wind is straight down the runway for FCLP. That is another smaller factor for carrier circuits (wind is down angle deck) and remember that if the carrier is moving then the centreline is moving to the right away from you all the time. 'Nibble' to the right to keep correct lineup - this is unavoidable. Always be in the perfect position and if not then get back to it pronto. There is no drifting to be lined up at touch down or some other method. Be perfect as you can be - all the way.
Title: Re: f-18 hud waterline
Post by: SpazSinbad on September 18, 2009, 04:41:51 pm
I've been working on the A4G/RAN FAA PDFs, recently all updated, making more info pages for carrier landings explanations (amongst much new additions & subtractions). Below is onesuch. In meantime the website with 7GBs of PDFs and some video has two PDFs with same information about carrier landings in general and A4G in particular in both. One PDF is much smaller at 1.86GB rather than larger 4.4GB PDF. Smaller has ONLY A4G info, larger has that and more about the Skyhawks in general and the other RAN FAA Jet aircraft. The page/website has also an RAN A4G LSO logbook showing the chicken scratches made by the LSO before he jumps into the safety net:

http://www.a4ghistory.com/ (all downloads free - please use download manager or right click to 'save as' method)

Now attached is the distance criteria that LSO uses for describing an approach.
Title: Re: f-18 hud waterline
Post by: crim3 on September 18, 2009, 05:33:18 pm
That's great info, virtuali, thanks! It seems then it will be kind of hard to make a collimated HUD in the sim unless you can read the current eye position. A conformal HUD however will be easier to make for a fixed eyepoint. I guess that's what Chrisitan was implying.
As far as I know, usually it's done placing the HUD simbology rendering surface several meters in front of the glass surface and rescale accordingly. The second option is, as you said, moving the simbology as the eye position moves (that's how is done in Black Shark). This second method doesn't work well when running in stereo-3D, but it's the same in monoscopic.
Title: Re: f-18 hud waterline
Post by: Sludge on September 18, 2009, 07:33:26 pm
Doum...

I'm pretty sure the lower fins are for stabilization on the F-16.  Kinda funny how you noticed that for your purposes of landing the jet.

Dont worry about the rough landings on the carrier, they are tough as it is, thats just the nature of the beast.  My best advice would be to install the NAS El Centro airfield scenery add-on, then practice what's in fsxblueangels video "ok, 3", in the middle of the video they show Field Carrier Landing Practice and are using El Centro, if I'm not mistaken.  This will help you with the FCLP pattern work (ie, getting to 600' Above Ground Level, then dirtying up and setting your trim for the proper on-speed AoA).  As well as reading the FCLP practice pictures in the SuperHornet HUD package, in the Misc files/pictures/vidoes folder.  It will come with time, my friend... trust me!

Also, in the HUD control panel, you can cycle thru the declutter switch, so you only have a few essentials, for carrier landing that might help with your visuals when you are on final.  Give that a whirl, and see if that helps.  Have you guys (DOUM, SPAZ, SUBS) had any success with the FULL SCREEN HUD as well?  I really havent used it at all, since I first tried it.  Dont care for it, myself.  Just wondering what your impressions are.

All in all, I'm pretty happy with how this last week went.  We seemed to make a big jump for the default F-18 Hornet that makes it alot of fun to fly.  I take this thing alot from MCAS Miramar over to Luke AFB, just so I can transition from day to dusk, and then have to use the nav-aids and the HUD to do spot-on approaches.  This F-18 is alot more fun, once you get it tweaked a bit.

Laterz
Sludge
Title: Re: f-18 hud waterline
Post by: SUBS17 on September 18, 2009, 10:13:19 pm
Nose Wheel steering Lo and Hi modes, with Lo it moves like a normal NWS for an aircraft in Hi mode it will turn well beyond the normal limits to allow the hornet to manouvre on the deck of the carrier.

Only things i'Ve found so far is inside the «...Microsoft Flight Simulator X/SimObjects/Airplanes/FA-18/Panel/FA18_HUD_VC/FA18_HUD_VC.xml»

There is a section with NWS, but hw we can set it up on and off no idea, how it affects the wheel no idea, all it says it's how it's been triggered.

If i understand right, NWS is triggered by: Wheel on ground, Gear down, center wheel rpm reaches 100 knots.
NWS HI:  onon ground, Gear down, GROUND VELOCITY (Knots) reaches 15

But might only be to make the text appear on the HUD and does nothing else.



Yeah that might require a mod to make something like that as it would be a feature added that would require the feature to be turnned on so for example you would use a button such as cowl open to switch NWS on or off then you might use cowl close to switch NWS mode Hi or Lo and Hi might equal 90degrees NWS limit where as Lo might equal NWS limit of 45 degrees. Ideally you would need the Hornet manual to make it exactly as it should be or ask around.
Title: Re: f-18 hud waterline
Post by: SUBS17 on September 18, 2009, 10:43:32 pm

For the NWS not sure if it's moddled, i'll have tor ead some aprt of themanual again, but i don't rememebr seing anything about it, on the other hand, keeping the nose up on landing to aero brake until reaching about 80 knots, that i remember reading it, but, was it on a forum or manual, i try to do it, but i let stick go too fast. But for the procedure about the FPM up to the end pf runway is sure of an help.

Only problem, i don't know if it's like that for real F-16 or the model (getting answers on their forum seems as tough as to get a picture taken with Humpty Dumpty) but getting the optimum  donut with AoA Bracket and ILS bars still visible  on a decent Rate of descent is pretty tough to achieve, the Bracket and ILS bars tend to go away bellow the HUD and when little thrust is add to make them appear back or have a decent rate of descend, the donuts change easily to show your too fast, the donut might lack accuracy, i  know the optimum angle is 13 deg, but can't remember the min that will get the donut to fadein a too fast chevron.

Another stupid questions, while looking at the replays, i'Ve realised that the little fin underneath the fuselage, between the nozle and the back landing gears (same fin there is on both outtake fuselage on the Tomcat) seems to be a lvl showing the right AoA, the nozle, the fine line and the back landing gears seems to get lvl line when optimum angle is obtain, what really is those little fin?

Yeah it depends I don't know how close the addon is compared to Falcon4s aircraft which is the closest to a real F-16 especially Open Falcon. The one we use most often is Falcon 4 Allied Forces but along with that I also use the original F4 manual which has alot of stuff that relates to the aircrafts basics like landings and departure recovery. With F4AFs HUD its in 2d and the FPM does not disappear when on finals but in F4AFs the aircrafts AoA is influenced by the aircrafts weight so a heavier weight means a higher landing speed in order to maintain the ideal AoA so just placing the FPM inside the bracket is all I do I never bother with the donut for me its just the bracket followed by a flare and then aerobrake. I don't look at the fin either just the Hud. ;D
If you want to learn more about F-16s and fly them online then I suggest you buy Falcon 4 allied Forces which will teach you the basics and then move up to Open Falcon. Some good manuals to read Dash 34, USAF manual and the MLU tapes 1 and 2 all of this stuff is used in F4AF and open falcon.
(http://img.photobucket.com/albums/v452/SUBS17/crash3.jpg)
Not all landings are good ones in MP it can be quite embarrassing.
(http://img.photobucket.com/albums/v452/SUBS17/form3.jpg)
And sometimes you get good landings, landing with battle damage is the most difficult especially if you have damaged ailerons etc.
Roads can be a bit dodgy.(LOMAC)
(http://img.photobucket.com/albums/v452/SUBS17/ScreenShot_272.jpg)
Title: Re: f-18 hud waterline
Post by: Doum76 on September 18, 2009, 11:00:34 pm
Yeah it depends I don't know how close the addon is compared to Falcon4s aircraft which is the closest to a real F-16 especially Open Falcon. The one we use most often is Falcon 4 Allied Forces but along with that I also use the original F4 manual which has alot of stuff that relates to the aircrafts basics like landings and departure recovery. With F4AFs HUD its in 2d and the FPM does not disappear when on finals but in F4AFs the aircrafts AoA is influenced by the aircrafts weight so a heavier weight means a higher landing speed in order to maintain the ideal AoA so just placing the FPM inside the bracket is all I do I never bother with the donut for me its just the bracket followed by a flare and then aerobrake. I don't look at the fin either just the Hud. ;D
If you want to learn more about F-16s and fly them online then I suggest you buy Falcon 4 allied Forces which will teach you the basics and then move up to Open Falcon. Some good manuals to read Dash 34, USAF manual and the MLU tapes 1 and 2 all of this stuff is used in F4AF and open falcon.

Seems interresting, i might consider that one day to get Falcon4, but i gotta say i would rather have something with Hornets or SuperHornets. :(

Well in the addon weight matters indeed, andchange the flight dynamics, you have about 60 different variation of the plane by default, many AF, with diff. weapon config. Going from Demo setup to fully loaded, and you can even set it up yourself, making the load you want on any of the variation of the F-16 you want. And the flying is pretty much different, CatI, CatIII
makes a difference. It jsut need practice to land it. The lfying is pretty much different with a Relaxed Static Stability system.
Title: Re: f-18 hud waterline
Post by: SUBS17 on September 18, 2009, 11:08:14 pm


F-16 landing

And how about without an engine.