Jump to content

KLaFaille

Members
  • Posts

    291
  • Joined

  • Last visited

Everything posted by KLaFaille

  1. Make sure you're in AG mode SCS towards screen wtih TGP to make SOI NWS button a few times to return targeting pod to VVSLV SCS FWD to make HUD / HMD SOI Look out the cockpit and put the HMD on something you want to target TDC Depress and the designation diamond will show up over what you're looking at. You can slew using the TDC if need be. NWS will clear the designation and the aiming circle will appear again. Once designated, SCS towards which ever screen you have the TGP on to make it SOI With JDAMs, once you designate a spot and give it coordinates, you won't get the aiming circle again. With the HMD as SOI, you'll only have the crosshair with dot, and you place that over whatever you want to target and TDC Depress. The diamond will then appear at that location and the coordinates of what you designated are now loaded into the JDAM. Press NWS to undesignate and you can TDC Depress over a new target. You can still SCS towards the TGP to make it SOI and fine tune your aim point, then TDC Depress again to enter the coordinates under the TGP aim point. Once the JDAMs are gone, or you switch to something like an LGB or dumb bombs, you'll get the aiming circle in the HMD again.
  2. The seat occupant's shoulder harness is attached to an inertial reel that works like the seat belt in a car. They can lean forward and away from the seat, but if they lean (or are jolted) forward too quickly the reel locks preventing further movement. During an ejection there's a device that, like the leg and ankle restraints, forcefully pulls the shoulder harness against the seat back. Whether that would allow a dude to lean his head against the canopy and peek, I don't know. Really, I was just having a bit of fun. At least a human player can keep an eye on the fuel, I suppose. It's probably for the best anyhow. Wouldn't want to interrupt the hour long nap the guy in back can take during tanking. A flight of Phantoms has to take off six hours earlier than everyone else just to top up their tanks to be on time with how long it takes to fuel on the boom. I think four Hornets or about twenty Vipers would be done before one F-4 finishes.
  3. I had a mission where I lost the entire vertical stab and rudder, like all if it, down to the fuselage. The plane was a little sluggish afterwards but no roll, pitch, or yaw problems and made it back to base for a rather uneventful landing, other than having only 70lbs of fuel left. I wish I had the track to share.
  4. Yep, considering the depth of system modeling it may very well be. Maybe @Zabuzard could chime in with the answer. I just know I wasn't going to frame-by-frame count how many were actually going down range.
  5. 1. If you mean is it possible to stop the gun as soon as you release the trigger, it is not. When the trigger is released the gun automatically fires and clears itself of ammunition as the barrels stop rotating. How many rounds are fired after releasing the trigger depends if the gun rate is set to high or low, there is no way to set a burst quantity. In reality the gun clearing itself might lead to unfired rounds being returned to the magazine and thus becoming unusable, but I don't believe that happens in the game. I could be wrong though. 2. Yes, you need to actively start fuel flow from externals. External tanks are fed from whatever the switch on the fuel panel is set to, either wings or center. When an external tank is feeding the internal ones, you'll see the fuel quantity on the totalizer increasing. The totalizer only displays internal fuel, there is no means of displaying external fuel. The pumps will transfer some fuel from the external tanks, then shut off for a bit which will illuminate a green advisory light on the caution panel. After a while, they will start transferring fuel again, and the light will extinguish. This is normal and repeats until the selected tanks are empty. You know your external tanks are empty when the fuel totalizer stops increasing and the green advisory light does not go away. It takes a while, so don't jump the gun and jettision tanks when you first see the totalizer stop and green light illuminate. https://youtube.com/watch?v=2u2yLEM1iHM&si=9Q1tTyrZAVGc48PU
  6. Not aircraft, no. Quite the opposite, actually. Instead of things up at 35K it's things down below "in excess of 800 feet." Many, many moons ago I had ambitions of building an A-10C pit using mil-spec parts, Amphenol connectors, the whole nine. I collected a ton of real panels, throttles, gauges, ADI, HSI, even an ARC-210 head. All that along with some DZUS rails, a bag of a couple hundred fasteners, and the installation tools are floating around here somewhere. I gained a lot of knowledge through research, reading mil-specs, tech pubs, manuals, so that's how I tend to notice discrepancies like this. I totally understand not being able to un-see it. Sorry about that.
  7. Understood. It's not something that affects anything or which would even be noticed unless you know, so maybe one day down the road. At the very least it's something to keep in mind and apply when researching and modeling future cockpits / modules. Have a good one.
  8. @Dominik96 That's great! I'm glad I was able to contribute something helpful. Speaking of cockpit art, there’s one other issue that might be addressed. FWIW, the Tomcat module has the same issue. If the IFF and TACAN were nit-picky, this might be next level so feel free to tell me to pound sand. While the fasteners used to secure control panels might look like regular threaded screws, they are not. They are DZUS (pronounced zeus) fasteners which are spring loaded 1/4 turn fasteners that interface with rails containing regularly spaced holes with a metal wire bisecting them. The fasteners, when perpendicular to the rail they are installed to, are unlocked. When the fastener is turned 90 degrees such that the slot is parallel to the rail and wire, they are locked down. You can see the cam slot of the fasteners in the video of the IFF roller switch I posted earlier. As they are depicted in the game, the front cockpit has the majority of the fasteners unlocked or somewhere in between locked / unlocked. While most panels are secured to long rails, some panels such as the throttle and de-ice panels are attached to single hole DZUS rails which results in the fastener slot being aligned athwart the cockpit as opposed to forward and aft like the majority of the other panels. The ANTI-SKID / LOX gauge panel has the bottom fasteners locked when the slots are forward / aft and the top ones are locked when athwart. The slats/flaps boost pump gauge panel and caution light panel use similar single hole rails, and the fasteners for those are correctly oriented in game. In the WSO cockpit, all the fasteners on inboard panels on the right console are in the unlocked position, the right outboard panels are correct. On the left side console, most of the fasteners on the panels are unlocked and should be facing forward / aft. The APX-80A panel isn’t fully seated, it’s pulled out maybe 25-30mm, hanging down, and you can see the DZUS rail the mounting plate of the panel should be parallel to and in contact with. With the rail in that position the fasteners would be locked when the slots are up and down. That may have been how the panel was in the scanned jet, but it’s certainly incorrect for a flight worthy aircraft. Other than the cable harness, there would be nothing securing the panel to the jet. The other three panels left of the radar, as well as the gun camera / AVTR panel have their fasteners unlocked. Likewise, to the right of the radar, the LABS and ECM panels are unlocked and above them you can see the DZUS rails and bisecting wire the fasteners attach to. The TARGET DESIGNATOR panel below the radar has the fasteners unlocked. Even if the DZUS fasteners as depicted in the game are in the same positions that they were in the real jet that was scanned, most of the panels would be loose or falling out of the consoles if the jet flown with them in those positions. The following videos from 10% True features cockpit tours of the front and back cockpits of an F-4G at the USAF museum, and show which fasteners should be in which position. While one or two may be unlocked, they are generally positioned as they should be. Unfortunately, the 360-degree views don’t seem to be on the USAF museum website anymore. With the F-4G being a modified F-4E, the DZUS rails are in the same orientation in both. Pilot: https://www.youtube.com/watch?v=02RQ6sB9Kiw WSO/EWO: https://www.youtube.com/watch?v=yTF8JyCxqiM Attached below are photos from various Phantoms and stills from a video with an empty cockpit with the DZUS rails exposed . A few images were originally posted by @Diesel_Thunder and the F-4 he works on (short nose Phantom is best Phantom, btw ). He could certainly confirm the correct orientation of the various fasteners. While the front panels and pedestals in both cockpits had many differences between variants, the side console DZUS rails were generally the same.
  9. I altered the behavior of the in-game IFF panel by changing the switch types in the clickabledata.lua file from default_3_position_tumb to default_springloaded_up_3pos_switch in lines 73-77 and the knob to default_springloaded_first_knob at line 67. The 3 position switches are fine now, and the knob is spring loaded to HOLD as in real life. However, like the compass sync knob, it does roll over from it's the last non-spring loaded position to the first when left clicking, due to a right click putting it in the spring loaded position. I didn't do much digging into getting the roller switches being able to advance to 0 on the next left click after they are on 3 or 7, like how the dials on the laser code panel behave. Changing cycle from false to true at line 561 in clickable_dsl.lua did allow the next left click to return the dial to 0, but it counted backwards from 3 or 7, versus rolling over to 0. It's all a bit pedantic with the IFF test switches not serving any real function in the game, but they do mimic the behavior of the real panel now. Just for funsies, here's the actual transponder numeral switch in operation. I love the ingenuity and engineering that goes into aircraft parts and pieces. @Zabuzard --IFF Panel Pilot elements["IFF_code_knob_help"] = default_springloaded_first_knob(_("Select Mode 4 Function"), devices.IFF, device_commands.PILOT_IFF_CODE_Knob, cockpit_args.Pilot_IFF_Code, 4, pilot_only) elements["IFF_test_reply_help"] = dim_test_lamp(_("IFF Reply Lamp (push to test, rotate to dim)"), devices.IFF, device_commands.PILOT_IFF_REPLY_LIGHT_PRESS, device_commands.PILOT_IFF_REPLY_LIGHT_ROTATION, cockpit_args.PILOT_IFF_REPLY_LAMP_PUSH, cockpit_args.PILOT_IFF_REPLY_LAMP_ROTATION, pilot_only) elements["IFF_test_knob_help"] = dim_test_lamp(_("IFF Test Lamp (push to test, rotate to dim)"), devices.IFF, device_commands.PILOT_IFF_TEST_LIGHT_PRESS, device_commands.PILOT_IFF_TEST_LIGHT_ROTATION, cockpit_args.PILOT_IFF_TEST_LAMP_PUSH, cockpit_args.PILOT_IFF_TEST_LAMP_ROTATION, pilot_only) elements["IFF_master_knob_help"] = multiposition_switch_limited(_("Select Master Mode"), devices.IFF, device_commands.PILOT_IFF_MASTER_Knob, cockpit_args.Pilot_IFF_Master, 5, 0.25, false, 0.0, pilot_only) elements["IFF_audio_help"] = default_3_position_tumb(_("Select Mode 4 Indication"), devices.IFF, device_commands.PILOT_IFF_AUDIO_LIGHT_SW, cockpit_args.Pilot_IFF_Audio, false, true, pilot_only) elements["IFF_M1_help"] = default_springloaded_up_3pos_switch(_("M1 Off/On/Test"), devices.IFF, device_commands.PILOT_IFF_M1_SW, cockpit_args.Pilot_IFF_Mode_1, false, true, pilot_only) elements["IFF_M2_help"] = default_springloaded_up_3pos_switch(_("M2 Off/On/Test"), devices.IFF, device_commands.PILOT_IFF_M2_SW, cockpit_args.Pilot_IFF_Mode_2, false, true, pilot_only) elements["IFF_M3_help"] = default_springloaded_up_3pos_switch(_("M3 Off/On/Test"), devices.IFF, device_commands.PILOT_IFF_M3_SW, cockpit_args.Pilot_IFF_Mode_3A, false, true, pilot_only) elements["IFF_MC_help"] = default_springloaded_up_3pos_switch(_("MC Off/On/Test"), devices.IFF, device_commands.PILOT_IFF_MC_SW, cockpit_args.Pilot_IFF_Mode_C, false, true, pilot_only) elements["IFF_rad_test_help"] = default_springloaded_up_3pos_switch(_("Set Monitor-Radiation"), devices.IFF, device_commands.PILOT_IFF_RAD_TEST_SW, cockpit_args.Pilot_IFF_Test, false, true, pilot_only) elements["IFF_Mode4_help"] = default_2_position_tumb(_("Set Mode 4 On/Off"), devices.IFF, device_commands.PILOT_IFF_M4_SW, cockpit_args.Pilot_IFF_Mode_4, pilot_only) elements["IFF_M1_Tens_help"] = multiposition_roller_limited(_("Set M1 code (tens)"), devices.IFF, device_commands.PILOT_IFF_MODE1_CODE_TENS, cockpit_args.Pilot_IFF_Mode_1_Tens, 8, true, nil, pilot_only) elements["IFF_M1_Uni_help"] = multiposition_roller_limited(_("Set M1 code (ones)"), devices.IFF, device_commands.PILOT_IFF_MODE1_CODE_ONES, cockpit_args.Pilot_IFF_Mode_1_Units, 4, true, nil, pilot_only) elements["IFF_M3_Thousand_help"] = multiposition_roller_limited(_("Set M3 code (thousands)"), devices.IFF, device_commands.PILOT_IFF_MODE3_CODE_THOUSANDS, cockpit_args.Pilot_IFF_Mode_3A_Thounsands, 8, true, nil, pilot_only) elements["IFF_M3_Hundred_help"] = multiposition_roller_limited(_("Set M3 code (hundreds)"), devices.IFF, device_commands.PILOT_IFF_MODE3_CODE_HUNDREDS, cockpit_args.Pilot_IFF_Mode_3A_Hundreds, 8, true, nil, pilot_only) elements["IFF_M3_Ten_help"] = multiposition_roller_limited(_("Set M3 code (tens)"), devices.IFF, device_commands.PILOT_IFF_MODE3_CODE_TENS, cockpit_args.Pilot_IFF_Mode_3A_Tens, 8, true, nil, pilot_only) elements["IFF_M3_Uni_help"] = multiposition_roller_limited(_("Set M3 code (ones)"), devices.IFF, device_commands.PILOT_IFF_MODE3_CODE_ONES, cockpit_args.Pilot_IFF_Mode_3A_Units, 8, true, nil, pilot_only) elements["UHF_aux_vol_help011"] = default_springloaded_up_3pos_switch(_("Set Position Identification"), devices.IFF, device_commands.PILOT_IFF_IDENT_MIC_SW, cockpit_args.Pilot_IFF_Ident, false, true, pilot_only)
  10. Fuel usage in the Hornet has some odd behaviors and is supposedly being looked into.
  11. Categorize this under nit-picking or for the sake of accuracy, your choice. I own the real control heads so I thought I'd share some differences between the real thing and what's in the game. The knobs for adjusting the TACAN channels are parallel to the side of the panel when at the 0 and 5 positions, and have 36 degrees of throw between digits. For the IFF control head, the four mode test switches, the RAD TEST switch, and the IDENT switch are all spring loaded when in the forward position and return to center upon release. The CODE knob is spring loaded when placed in the hold position and returns to "A" when released. The light dimming shutters for the REPLY and TEST lights have about 45 degrees of rotation between full open and full closed. The transponder code thumb wheels do not have hard stops at 3 or 7 and will roll over back to 0. Video of the IFF control head:
  12. Yep. I have experienced the same behavior in all autopilot modes where the plane trims the roll automatically, including HSEL. When doing CAP, I used like orbiting up around 45k - 48k and found the plane oscillating on my first fight after the update. I've had it start oscillating a couple degrees either way and then increasing to nearly 40 degrees as it fails to capture the heading. It reminds me of the wing-rocking autopilot bug on the A320 when MSFS first released.
  13. It influences the operation of the AOA indexer's on-speed light and serves as a reminder to set up the aircraft appropriately for landing. If you are gear down for a carrier approach without the hook deployed, the on-speed light will flash on and off when the switch is in the carrier position. The on-speed light with the switch in the field position will stay steady without the hook being lowered. You place it in either position depending on whether you're landing on a carrier or an airfield, usually in conjunction with the anti-skid switch: FIELD & ON for airfield; CARRIER & OFF otherwise.
  14. The plane used to instantly stop pitching and maintain its attitude when you pulled slight aft stick and then let it center before the update. Now, doing the same, the plane will continue to pitch up slightly past where you let off the stick, and in order to prevent that, forward stick needs to be applied where it was never necessary to do so before. The plane briefly feels "bouncy" before it settles. The effects on normal maneuvering are negligible, but when it comes to the incredibly fine control needed during refueling, it definitely throws off all muscle memory. Because of this, I've found it very easy to overcorrect by applying too much forward stick where it wasn't necessary in the past, which can result in PIO. It's definitely frustrating having to learn how to handle this new behavior after you've already mastered refueling.
  15. The other problem that's always been there is the scuffs and scrapes around the edges of each panel. Scuffs, scratches, and other damage like that would glow with the color of the backlighting because the entire layer under the paint acts as a light pipe. A couple of pictures of a real ARC-210 control head I have show the matte texture and backlighting. There are chips of paint missing along the edges by the VHF label, to the right of the OFF label, and under the enter button. Damage like that is covered by brushing on black paint, which you can see in the photos of the AUX LTS panel from an A-10. Hopefully that's something that could be taken into account if / when there's a full refresh of the F-18 cockpit.
  16. I was able to roll back to the 12/19/23 version 2.9.2.49629 and ran the 1200, 12,000, and 30,000 foot tests again and got the same results; the traces matched each other almost exactly and well within any sort of margin of error. The only difference I found was that the jet could reach higher speeds in MIL on 2.9.2.49629 than it can now in 2.9.3.51704. First value is full MIL in previous version 2.9.2.49629, the second is full MIL in current version 2.9.3.51704: 1200 FT: .97 vs .95 12,000 FT: 1.02 vs 1.0 30,000 FT: 1.13 vs 1.08 The results still don't make any logical sense to me, especially in the FPAS curves, where usage abruptly just levels out and starts to decline. Though, as I said, I don't pretend to understand the math or theory that governs fuel usage. I think the other changes in the FM were enough to have me take a closer look at fuel usage, as it seemed different now, which, as it turns out, is not the case.
  17. Well I'm glad you got it all worked out. I loaded your track from the first post and the jet never went past of full MIL. Took control of the jet, touched nothing but putting it in AB and hit 1.04 mach.
  18. There seems to be inconsistencies with fuel flow which worsen as altitude and speed increases. As speed increases fuel flow starts high, dips, peaks, then declines again. There is also a disparity with the amount of lbs/nm of fuel being used in FPAS vs lbs/hr that is shown on the IFEI. The actual fuel usage appears to align with the lb/nm displayed in FPAS. This data was taken on the Syria map, 29.92 barometer, 20 degrees C, clean jet with no pylons, and 50% fuel load. Infinite fuel was used to negate any airspeed changes due to decreasing weight of the aircraft. The final mach number in each chart is the maximum speed attainable at that flight level. Y axis is lbs of fuel, X is speed in mach. IFEI lbs/hr usage is 100x times the value on the chart so an IFEI value of 142 on the chart = 14,200 lbs/hr and for FPAS a vaule of 42 = 42 lbs/nm. In most tests throttles were advanced at .4 mach and I started collected data at .5 to allow for engine spool time. The 40,000 test data starts at where the throttles were put into AB, this is due to the aircraft struggling to maintain attitude control below that airspeed at that altitude. Acceleration in full MIL at 40,000 feet was not recorded due to the aircraft needing nearly full MIL just to maintain altitude. Unfortunately, I am unable to go back to the prior version and run these tests in that environment. There are no tracks because each test was 100% just the jet flying in a straight line with me pausing every additional .02 mach to record data. I can't say I'm particularly knowledgeable of all the exact variables that go into calculating fuel flow vs speed and altitude, but something certainly seems off and there are usage shenanigans happening after the FM update. It doesn't seem logical that the lbs/nm burned should start to decline as if air resistance is falling off as the aircraft approaches the maximum speed for a given altitude, all while the IFEI fuel value keeps climbing. The transition point from where lbs/nm usage is increasing to it all of a sudden leveling and tapering down seems very suspect to me as well. FWIW, playing on Gray Flag prior to the update I would typically take off from an airbase and do CAP in an orbit up at 48,000-49,000 feet around mach 1 +/- .1 and with a loadout consisting of 3 tanks, 6x120C, and 2x9X. I would have a loiter time of 45 minutes to an hour before coming down to tank. I can't go back and check prior to the FM patch now, but I seem to recall up around those altitudes fuel consumption was something around 7 or 8 lb/nm in full AB. Now a similar loadout barely has the ability to maintain an orbit up around 43,000, is not able to reach mach 1, and fuel consumption is in the 40ish lb/nm range.
  19. On the other side of the altitude scale, there's definitely been a loss of performance as well. I would often take off from land and do CAP in the Hornet on GreyFlag Syria or PG with 3 bags, 6x120C, and 2x9X and could quite leisurely hang out in an orbit up around 48k to 49k feet at mach 1, giver or take .1 either way. Have TacView acmi tracks showing it. After the update with the same load out I can only get up to a similar orbit at around 42k feet, with empty bags, and only hit around .98 mach. Above that the plane doesn't have the thrust to maintain altitude. Then there's the fuel consumption problem introduced with the update to contend with on top of it.
  20. That is true. I export the MFDs to three separate monitors and the only thing that is shown is the image of each respective screen.
  21. Same experience here. Pre-update, 95% of the time I could catch the basket first try and stay connected for the whole refuel without much trouble. First couple attempts after the update were like being back at square one trying to learn it again. Zoomed in on the HUD you see very slight movement fairly easily and watching the pitch seems almost "notchy" to me as if the attitude of the jet is changing in tiny steps, not smooth motion. Feels like the jet over corrects more now than it did pre-update for the same given amount of stick deflection. I have my curves at 9 I think and a deadzone of 1, so the familiarity with the old model at that sort of sensitivity definitely means it's going to take a bit of time to retrain the muscle memory and re-learn to stay ahead of the jet with the new model.
  22. I haven't tried it since the update, but what always worked for me is making something else SOI before hitting NWS twice. About the only time I put it in VVSLV is when I'm using the HMD to slave the TGP. I press up to make HMD SOI, double tap NWS, TDC depress on whatever I'm looking at and then sensor select towards whichever display has the TGP on it to slave the pod.
  23. Autopilot has issues where at higher altitudes and slower speeds the plane starts rolling back and forth trying to capture the heading. It will attempt to hold the heading, start to roll slightly, then roll the other way trying to correct but overshoots the heading and this repeats with the roll increasing more and more each time. I've had it happen in CPLD, HSEL, and BALT, basically any mode that automatically trims to keep 0 degrees roll angle. The roll has been upwards of 15 degrees at it's worst. There's been a couple instances where coming out of BALT at high altitudes causes the plane to pitch wildly up and down, but that's much less common than the roll problem. A clean jet with no stores seems to stay stable, but the behavior starts even with just the asymmetry of an ATFLIR and 120C on the cheek stations. There's something going on with fuel consumption as well. I have posted my findings in the bug report section.
×
×
  • Create New...