MURc Posted April 7, 2013 Posted April 7, 2013 hi guys , awesome made models and very fun to fly exept for F-18F Block 2 I cant control FLAPS , usal F to lower or rise FLAPS doesnt work for some reasone under SF2NA (only) I dont heve anything else ,any idea ? Quote
MURc Posted April 7, 2013 Posted April 7, 2013 well cant see them down once I lower the gears , I bouncing on the carier with around 180-200 to get it somwhat controled the nose attends to drop down below 180 , its prety much hard work to get it on the carrier , while there is no problems and it is very smooth with F-14 A/B/D because the flaps are in landing position Quote
MURc Posted April 7, 2013 Posted April 7, 2013 and something else on the same modela I only fly F-18F Block 2 for now ,looks like the ILS lines are missing on the HUD on final aproach hovewer they are visible on the LEFT MFD ,is this ment to be so ? Im pretty sure that ILS lines on landing are visible on the HUD on every real FA-18here is a nice view of the HUD : http://www.youtube.com/watch?v=AYeTVed-qAY Quote
EricJ Posted April 7, 2013 Author Posted April 7, 2013 All flaps are automatic so all you have to worry about is just hitting the deck. And its not difficult trapping with the Super, no matter what version. Quote
Platinum Rogue Posted November 5, 2017 Posted November 5, 2017 (edited) Just getting back on this pony, and wondering where the loose 'CanopyGlassTemplate.tga' file should be placed. and what is it's purpose? Edited November 5, 2017 by Platinum Rogue lacking detail Quote
Wrench Posted November 5, 2017 Posted November 5, 2017 put one in each skin folder, can't hurt! Quote
Platinum Rogue Posted November 6, 2017 Posted November 6, 2017 Can't hurt... I've had too many porked installs to believe that one Anyway I'm guessing it's a file we can edit to add a lift line to the canopy? I had such a thing in the dark, distant days of Flanker 2.5 Quote
+Crusader Posted November 6, 2017 Posted November 6, 2017 'CanopyGlassTemplate.tga' It could be that the file is not needed at all, maybe just a backup or "work file" leftover. Look if there are CanopyGlass.tga files in the skin folders.. if yes, it should be OK. Quote
chert Posted January 5, 2018 Posted January 5, 2018 What is the "invisible weapon" in the loadout screen? Quote
+dtmdragon Posted January 5, 2018 Posted January 5, 2018 It's so you can have an empty weapons pylon in game. If you load nothing on a weapons station then the pylon will not appear in game. 1 Quote
RippleAdder Posted June 23, 2018 Posted June 23, 2018 The hud seems broken. The only thing I'm seeing is the piper. Quote
Nighthawk117 Posted September 24, 2020 Posted September 24, 2020 Hey, is there any way to fix the plyons being slanted? Quote
EricJ Posted September 24, 2020 Author Posted September 24, 2020 No, they're slanted in real life so they will be slanted in the game. 3 Quote
EricJ Posted February 12, 2022 Author Posted February 12, 2022 Updated to 4.3 - Fixed fuel values so they reflect real life values 1 2 Quote
EricJ Posted March 8, 2022 Author Posted March 8, 2022 Added German versions of the Super Hornets. One regular Super Hornet (AG51), a Growler version (JaboG 32), and a specific Marineflieger version with two skins. Decals come from guruu's Tornado package, and the german pilots are from someone else (I nor crisisloaner knows where they came from, but I suspect the Tornado pack mentioned). All the German work was done by crisisloaner and I merely included it for visibility. Known Issue: For some reason the FA-18G SEAD loadout is missing a pylon, some kind of glitch that prevents the pylon from showing. I don't know the cause of this as everything checked out and still wondering what did this. This is a preset loadout and not from simply selecting the weapons for the pylon. This is the changelog for version 4.5, with the inclusion of the German versions. I know that more than likely the country will take delivery of Block III versions (I don't know really which Block they'll be using) but for right now they will be Block II for now. As more information comes in and also if I get a Block III cockpit then we can see about upgrading them and so on. 4 Quote
Svetlin Posted March 9, 2022 Posted March 9, 2022 Hi EricJ, In the aircraft data.ini of the FA-18G: [RightMiddleWingStationA2G] //SUU-80 Pylon SystemType=WEAPON_STATION StationID=12 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=3.6136,-0.5421,-0.28 AttachmentAngles=4.0,-3.0,0.0 DiameterLimit=0.742 LoadLimit=1501 LengthLimit=5.181 AllowedWeaponClass=BOMB,LGB,EOGR,LGR,FT,2BR,EOGB,CGR,MER,TLR,ASM,NUC AttachmentType=USN,NATO,WGermany,USAF,Australia ModelNodeName=USN,NATO,UK,SWEDEN,Italy,Spain,WGermany,USAF,Australia <--- should be RightMiddlePylon PylonMass=140.9 PylonDragArea=0.03 LaunchRailNodeName=RightMiddleAGMRail LaunchRailHeight=0.169 FuelTankNodeName=RightMiddleDT FuelTankName=Tank480_FA18EFG MinExtentPosition=3.75,-2.43,-0.347 MaxExtentPosition=3.395,0.297,0.337 Quote
EricJ Posted March 9, 2022 Author Posted March 9, 2022 Thanks, will fix that for the next upload. 1 Quote
EricJ Posted March 9, 2022 Author Posted March 9, 2022 Version 4.6: Fixed missing pylon on loadout for the FA-18G (thanks to Svetlin) Added my take on the AIM-120D. Max range is 100 miles and the model and texture should be from Wingwiner and his AIM-120 model. 2 Quote
EricJ Posted March 16, 2022 Author Posted March 16, 2022 5.0 - Tweaked some display items in the E and F versions, to include some weapon pack weapons. - Fixed some entries in the German Super Hornets - Added support for ravenclaw_007's B61 pack for all Super Hornets, you can get the pack here if interested: https://combatace.com/files/file/17361-b61-nuclear-bomb-pack/ - Fixed some missing decals on the German Super Hornets - Tweaked the ATFLIR to be more stable when viewing it in the MFD. Quote
EricJ Posted March 17, 2022 Author Posted March 17, 2022 5.2 - Removed the German Super Hornets, as Germany went with the F-35 1 2 Quote
EricJ Posted April 19, 2022 Author Posted April 19, 2022 Did some research on the AESA APG-79 and pretty much the only information that came out was that the radar has a max range of 80 miles. This is a bit different from what I thought and have done some modifications for the various aircraft. Block I aircraft now have these stats: [RadarData] AvailableModes=SEARCH,TWS,STT,ACM,GM,TV RangeUnit=NM RangeSetting[1]=5 RangeSetting[2]=10 RangeSetting[3]=20 RangeSetting[4]=40 RangeSetting[5]=80 RadarPosition= MaxElevationAngle=60 MinElevationAngle=-60 MaxAzimuthAngle=60 MinAltitude=20.0 BoresightElevation=0.0 BoresightAzimuth=0.0 ACMMaxPitchAngle=60.0 MinReturn=0.01 MinimumSpeed=25.72 SearchRange=80 SearchStrength=100 TrackRange=80 TrackStrength=100 TWSUpdateTime=0.01 AcquisitionSymbolSpeed=1.0 AcquisitionResetPosX=0.6 AcquisitionResetPosY=0.50 AcquisitionResetTime=2.0 DisplayLimitLeft=29 DisplayLimitRight=226 DisplayLimitTop=46O DisplayLimitBottom=226 Open up the respective AVIONICS.INI and replace it with this for Block I aircraft only. As for the Block II aircraft I gave a little enhancement in range and use this for the Block II aircraft and the EA-18G, and RAAF version to take advantage of the included AIM-120D missiles (It's a "treat"" or just something that may be real or not, I only have access to so much information, and that's mainly Wikipedia and so on: [RadarData] AvailableModes=SEARCH,TWS,STT,ACM,GM,TV RangeUnit=NM RangeSetting[1]=5 RangeSetting[2]=10 RangeSetting[3]=20 RangeSetting[4]=40 RangeSetting[5]=80 RangeSetting[6]=100 RadarPosition= MaxElevationAngle=60 MinElevationAngle=-60 MaxAzimuthAngle=60 MinAltitude=20.0 BoresightElevation=-5.5 BoresightAzimuth=0.0 ACMMaxPitchAngle=47.0 MinReturn=0.01 MinimumSpeed=25.72 SearchRange=100 SearchStrength=170 TrackRange=100 TrackStrength=150 TWSUpdateTime=0.01 AcquisitionSymbolSpeed=2.0 AcquisitionResetPosX=0.6 AcquisitionResetPosY=0.50 AcquisitionResetTime=2.0 DisplayLimitLeft=29 DisplayLimitRight=226 DisplayLimitTop=46 DisplayLimitBottom=226 That's pretty much it. The next upload will have the adjusted radars included. Quote
EricJ Posted May 6, 2022 Author Posted May 6, 2022 5.3 - Tweaked radars to Wikipedia ranges (80nm for Block I jets, and 100nm for Block II jets). - Radar ranges for the Block IIs are a "treat" as I want the AIM-120D to be used efficiently with the radars. - Included an "Invisible ASM" in case you want to load pylons on the Growler instead of stores. It functions like a bomb and you can get rid of it by going to the AG submode and "dropping" them if you don't like it on the SMS screen. 5 Quote
EricJ Posted April 17, 2023 Author Posted April 17, 2023 5.5 - Added an RAAF version of the Growler. It pretty much is the same as the USN version, but can carry more AAMs due to Australian Air Force requirements Uploaded and awaiting approval 2 Quote
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