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SandMartin

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Posts posted by SandMartin


  1. 4 hours ago, Lex2Limit said:

    Hi, great mod!

    But a little update is necessary. There is an update in the get support section of the original F/A-18 mod from Brain32/Crusader of the cockpit. That Lights up the counters and DDis.

    And whats happend wih the slimmers????? They disapear as a light.

    This is what I mean. The difference is visible

    slimm.jpg


  2. 4 hours ago, Lex2Limit said:

    Hi, great mod!

    But a little update is necessary. There is an update in the get support section of the original F/A-18 mod from Brain32/Crusader of the cockpit. That Lights up the counters and DDis.

    And whats happend wih the slimmers????? They disapear as a light.

    Hello. Thanks for the comment.
    Lighting fix added.

    Slimers are drawn on the texture but turned off, since they do not work on standard aircraft - F-14A/F-15A and Baz/F-16Netz/

    Moreover, the luminous slimmers are slightly shifted from the places where they are in reality. Therefore, there is a disagreement between texture and glow.

     

    But I can give a date.ini for their inclusion, everything is simple there.


  3.  

    Strange that TK didnt release sf2 complete on the steam yet. (With steam workshop support offcouse)

    Very strange. Many new and young players are not even aware of the existence of this game!

    And yes, sf2, thanks to low sys requirements in 4K VR could be an entrance ticket for those who cannot assemble a 5000$ pc with 2xRtx3090 sli for 4k DCS world/msFs but wants to fly in VR.

    
     

     

     

     

    • Like 1

  4. 14 minutes ago, daddyairplanes said:

    thats animation speed, set up in the original model if im not mistaken (which is possible as this is a pre coffee post)

    without access to the original max file, you wont be able to adapt the speed

    as to slimers, most of them are luminous materials again on the models. no on or off, just brightness that is there at night and not very visible during the day. any tga covering is for color but would be found in the decal.ini within the skin if you want to play with it.

    why then slimers reacts to the CTRL + L button, and does not light up constantly?


  5. On 03.02.2021 at 10:13 PM, CrazyhorseB34 said:

    You are learning! Any help you need. Let me know!

    Do you know how to make the flaps extend more smoothly?
    Now they come out in less than a second, but on a real hornet they are a little slower.

     

    And the second question, which function is responsible for turning on the formation lights (long perpendicular neon lights) on your mod? They just work and turn on regardless of navigation lights and the texture "slimer.tga" is displayed.

    I would like to understand why when the lights are turned on, the texture starts to be displayed and by default the texture is not displayed. What part of code is responsible for this?

    I only found this:

    *****

    f/a-18a_data.ini


    [RightNoseSlimer]
    SystemType=LIGHT
    LightNodeName=LP_Nose_Right
    CanFlash=FALSE
     

    *****

    But I do not see a variable that is responsible for not displaying the texture "slimer.tga" by default.


  6. 2 hours ago, Chugster said:

    Yup tried that...I dont get an error message, I just get nothing, just an egg timer for a few seconds then nothing, the setup application is visible in the task manager but just sits there using 3mb of ram and nothing else

    Tried it on both my new and older (win10) pcs as well, dont have any older PCs to try.

    Ideally I could find someone who has installed it and can upload their install folder somewhere...maybe I can use that.

    Try to kill all nvcontainer.exe processes in the Task Manager

    • Like 1

  7. An interesting story is that I installed Jane's IAF, and under Windows 7 it works fine (with the Tuckleberry patch) but under Win 10 it slows down!

    When viewed from the cockpit, it produces 10 frames per second on my RTX3070, although when viewed from the third person everything is ok.

    I've tried a lot of things but nothing helps. Apparently there is some kind of conflict during rendering.


  8. On 31.01.2021 at 1:02 PM, GKABS said:

    I wouldn't hold my breath

    I think avionics80.dll, multiplayer return, air to air refuel support and new clouds/water and customize contact visibility is all we need

    Avionics80 with:

    AG radar mode. ( Like it was in Janes USAF/IAF  level at least) with gmt and asm modes.

    Manual control of EO cameras fov.

    More than one multi-page MFD support (Like Janes USAF/IAF)

    IRST and FLIR subsystems with ability to lock on airborne targets. 

    HMD/HMSD

    Datalink from Awacs Jstar (like in janes atf)

     

    New icons on HUD - like separate weapons model counters, next waypont indicator at heading scale, time to target and "in range" symbol.

     

     

     

     

     

     

     

     

     


  9. So, there is full list of tweaks I made:

    1) The "SHOOT" message on the HUD was displayed incorrectly - I had to delete it so as not to mislead the pilot, since the internal tools of the game did not make it right. We need to have avionic80.dll.
    The "LOFT" message has also been removed from the HUD, since our AIM-7 is launched on a normal rather than LOFT trajectory

    2) Changed the names of HUD - 7M and 9M to the more versatile AIM7 and AIM9, since there are several types of these missiles in the game. It's a game convention.

    3) On the HUD, when choosing the AGM-84 missile, the AG indicator is added opposite the number of missiles. Before that, just a counter was displayed.

    4) The angle of attack and Mach indicator are now displayed in all HUD modes.

    5) Roll pointer on HUD in navigation and landing mode now works fine.

    6) The sound of the plane inside is made with vanilla, no left background conversations on the walkie-talkie.

    7) Black smoke of afterburner exhaust is made in the image and likeness of vanilla F-16A and F-15A

    8) Now the afterburner texture inside the nozzle light up correctly, and does not burn all the time.

    9) The afterburner flame is now in the likeness of the standard F-15A and F-16A

    10) Added vortices on the leading-edge root extension (LEX Vapors)

    11) Removed vortices from the tips of vertical tails.

    12) Removed the  prandtl-gloert cone. Moreover, the other planes in the game do not have it.

    13) Hornet pilot is now standard NAVY, from F-14A

    14) The number of shells for the M61 cannon has been adjusted to 578 (was 570)

    15) Fixed glitch textures. Now in TrackIR you can look back over your shoulder, and you are not afraid to see a glitch in the texture of the back of the chair. For this, the pilot's point of view had to be slightly shifted.

    16) The wheels "pumped up" a little, as they usually fell through the concrete in the parking lot.

    17) The left MFD in the cockpit now correctly displays the indicators of all standard vanilla weapons. To display the bombs on the central pylon, they had to make copies with a different internal name. (see Weapons folder)

    18) Fixed Bomb Rack - now =<1000 pound bombs hang side by side, like on most real Hornets. Also they can now carry 2xMK83

    19) The air target designator (TD Box) on the HUD now does not disappear when approaching the HUD border, but "sticks" to it, that is, it indicates where the target is (while the radar is holding the target). It is more convenient to point the nose of the aircraft towards the target when it is not visible visually, but the radar keeps it locked.

    20) In some places, I slightly corrected the textures - the arrows on the map (on the lower MFD) are a little whiter and brighter - that is, the compass on its background is now read a little better .. Also on the right MFD, the attitude indicator (DDI) made a bright yellow waterline to  light green. (After all, the MFDs in the cockpit of the early Hornets were black/green monochrome)

    21) I changed the mass of the drop tanks - it was 1000 became 1350 kg (this is how it turns out if you calculate the mass of 330 gallons of fuel and add the mass of the empty tank).

    22) Adjusted fuel consumption and top speed. Now at altitude, it does not overtake everyone in a row with full suspensions as it was configured at the Mirage Factory.
    Before that, he calmly gained Mach 1.75 with a full load and also almost did not consume fuel (2.5 times less than the F-16).
    Now, at an altitude of 40,000 feet, a maximum of Mach 1.78-82 is empty (according to the performance characteristics in real life, 1.8M) and also consumes a little more fuel than the F-16A Netz (due to two engines and 2.5 tons more aircraft mass).

    23) Nozzles at idle throttle position are now maximum open.

    24) In case of severe critical damage, the MFD just screens go out

    25) Adjusted hardpoints. Air-to-air missiles and Walleye missiles can no longer be attached to points 3 and 7

    26) Added custom pictures - loading screen and hangar screen

    27) To make my mod differ in the list of mods the plane is renamed from "F/A-18A Hornet" to "F-18A Hornet" . It is also a tribute to the early hornets who at that time in the literature were called the "F-18A"

    1.02b Exclusive:

    28) The aircraft is limited only by the AIM-9L/9M and AIM-7F/7M air-to-air missiles. The indicators of A-A missles on the left MFD is more authentic.

    https://cloud.mail.ru/public/Hqtz/TKX11ye5K

     

    • Like 1

  10. 6 hours ago, CrazyhorseB34 said:

    That  was fixed 6 years back. Look up. " Hornet, floating direction carat." 

    Finds nothing.
    In general, it is strange that this triangle is tied to my Track IR view.

    Don't you remember which parameter need to change?

    "[HUD_BankIndicator]
    SymbolType=ROLL_INDICATOR
    ImageFilename=cockpit\hud\HUD_BKI.tga
    ImagePosition=0.0,0.030
    ImageSize=0.35
    ScaleImageFilename=cockpit\hud\HUD_bankindic.tga
    ScaleImageSize=0.133
    ScaleImagePosition=0.00,0.030
    Scale=1.0
    MaxValue=31
    MinValue=-31
    HorizontalAlignment=CENTER
    VerticalAlignment=CENTER"

     


  11. 1 hour ago, CrazyhorseB34 said:

    You are learning! Any help you need. Let me know!

    I managed to limit my hornet to AIM-9L/M and 7F/M Missles.

    https://cloud.mail.ru/public/iJd7/Afjt3YtEb

    Also I have limited AIM-7 and AIM-9 on pylons 3 and 7 according to this picture.  

    Early Hornets were cut in the total number of air-to-air missiles. Wallee was removed from them earlier

    I also adjusted the maximum speed at altitude. Now it does not fly at Mach 1.7+ at 40,000 feet fully loaded.

    And it consumes so much fuel to be somewhere between Thirdwire's F-16A and F-15A.
    Your hornet practically does not eat it. (2.5 times less than F16A Netz)

     

    6muFsbZ.jpg


  12. 1. SHOOT should only light up when the target is within the range of the weapon and not just in the Lock on. For example, when a cannon is selected, this message will never light up at a distance of 20 miles. It is always displayed in your mod near TD Box, which is incorrect.

    2. If you say that we cannot carry AIM-9P, then why are they available in the  weapon load page ? And by the way, if you look at the display of missiles on the HUD in your F/A-18D, you will see that there they are also indicated as AIM9 and AIM7 like in my version of your mod.

    3. In your mod, the Walleye can be carry on inner pylons, becouse EOGB value is not removed from these pylons on the fa18-data.ini in your version of mod.

     


  13. On 02.02.2021 at 2:43 AM, CrazyhorseB34 said:

    I guess he didn't have an actual Hornet pilot recommend the HUD symbology like we did. Oh well. If another game is a reference then... 

     

    If everything is correct for you, answer the 2 question please - which symbol on the HUD should be lit if the AIM-9P-5 weighs on the pylon?
    The second question is under what conditions does the "SHOOT" sign on the HUD light up?

    And then compare your answers with how you did it.

    And one more question - why on pylons 7 and 3 do you allow hanging Walleye in your mod?

    Why is your version of the aircraft capable of accelerating to Mach 1.75+ with full loadout?

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