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FSXBA Hornet (ver. 17.30)

Cat launch solution

Hi Pat, Thanks for the response. Sorry for slow answers, but the "Real World" has had me totally occupied until today.

The answer is that you MUST depress the button atop the Rudder Trim Dial - or you will not get the normal holdback. As that was Not something that I am used to doing as part of my "pre-launch checklist", I neglected to do it. Everything works fine now.

Bill
 
Hi Wings :D
Glad you got her flying. I'm not sure what the Pitch Trim button on the Rudder trim knob has to do with the hold-back, I really don't. As far as I knew, all it did was set the pitch trim properly for take-off, whether on-shore or asea, depending on the gross weight of the plane, and the launch-bar position. It's the same as the "real-world" plane. You can read the NATOPS and see that. Or just read the checklist that's on the lower center MFD. I think Pitch Trim is on there, and that's what it means: Push the button. :D
That's the point to all the work Jimi and team are doing, especially with the FCS. They're trying to make the FSX Hornet behave exactly, or as close as the sim permits, to the real world plane. Orion, the Hornet_FCS.dll author also works o the simulators the Navy/MC use, and also spends a lot of time with real Hornet drivers, so they've got kind of an inside track on the whole affair, which is really handy!
How pushing the button affects the boat's hold-back system I don't know, but I'll look at what goes on. I still suspect that the plane "wobbles" some how, enough to break the hold-back anywho. But hey, I've been wrong before! Often :biggrin-new:

Sorry, I ramble. Enjoy the bird, I sure as heck do!
Pat☺
 
Hi Wings :)
Ok, I did some testing today. I used Javier's Nimitz v2, and the FSX BA v17.1 Fleet aircraft (Not one of the BA planes). I placed the carrier with AICarriers.NET, and set it motion. I made a landing on the boat, then taxid to the #3 cat. I hit SHFT+U, then SHFT+I, and got the Ready for Launch message. I left the flaps up, and button not pressed, and advanced the throttles to 100.14%. The holdback didn't break after 1 min. I put the flaps to 1, still with the throttles advanced, and the hold-back didn't break after 1 min of that configuration. I then "wiped" the controls, Flaps 1, throttles 100.14%, button NOT pressed, and the hold-back broke. I re-set on the cat again, Flaps 1, throttles 100.15%, this time I pressed the pitch trim button. The Hold-back again held for 1 min. I wiped the controls, and again, it broke.
The plane leans with wind over the control surfaces if the stick is moved off center, and having the boat in motion gives you 25 kts of WOD, thus giving you enough wind over the control surfaces to make the plane lean if the stick is moved. If you do this with the plane hooked to the cat, the motion of the plane on the cat is enough to break the hold-back. Could this be whats happening to you Wings?
I couldn't make the hold-back break, even at full AB, with the button pressed or not, until I moved the stick about 40% off-center. Again, this is with the boat in motion. If the boat is not moving, the plane doesn't lean, so the hold-back doesn't break. Again, the button made no difference to the hold-back.

All this is, of course, just MY system. Something in yours that I don't know about may be affecting the whole situation.
I hope this helps somewhat :D
Pat☺
 
Well, it's possible that it was something else, but that's the ONLY thing that I added to my "normal" FSX launch procedure - and it works beautifully now. I know it had nothing to do with the Hornet breaking lock because of instability on deck. For what it's worth, I'm retired Navy. What did you mean earlier about getting the green banner?

Bill
 
Planned to give the new Hornet a try this week, but in my infinite wisdom forgot to transfer the installer from my PC to the external hard drive before leaving town. :dizzy:

Might really have to beg Jimi for a "Light" version, e.g. just the prototype or fleet testing schemes.
 
What did you mean earlier about getting the green banner?
Hi Bill :)
When you have the plane in the right place on the deck to get launched off a cat, whichever cat you desire, and you've hit SHFT+U, dropping the launch bar, then SHFT+I to get hooked up to the shuttle and hold-back, you should get a green banner across the top of the screen saying Ready For Launch! (or something like that, I don't read it any more :D ), the plane will be on the shuttle, the hold-back engaged, and the JBD will raise up. SHFT+SPACE BAR will then send you on your way. Real good idea, once the banner appears, to go through the pre-launch checklist on the lower center MFD. Wings unfolded (don't laugh, it's darn embarassing to launch with them folded!), flaps 1, Pitch Trim button pressed, etc etc.
A little quirk about the FCS I figured out: Don't retract the gear until the correct pitch attitude is captured after you launch. If you do, it appears to confuse the FCS, and the pitch will keep climbing until you stall out. Once the pitch rises to +10° or there about, depending on the weight of the plane and the end-speed off the cat, it will capture and hold there, and you can then retract the gear. Once the speed increases above about 200 kts, you can set the flaps to auto, and fly away.
Whatever was the trouble, I'm glad you've got it squared away! Thank you very much for your service, by the way. :encouragement:

xpelekis,
Great video! Nice shooting. Splash 1!
:rocket:

Have fun all!
Pat☺
 
Hi Pat,
I get the same affirmation in the upper left side of the screen - but mine is in red (hence the confusion)
OK, here is a weird topic (but not entirely off topic): I have an earlier version (FA18_2012_FSXBA FX) which is only of interest because of the many different squadron textures by "Ray 'svicar' Gagnon". Question 1/ Is mine the last version still available with these textures? 2/ I have tried to 'update" this old version using your newer panel and Sim (but without success). I would have used these textures with the present models - but the model mapping has changed. 3/ Knowing what I am trying to do (use some of the older textures), is there a better way than just using the old folder as is?
I'm also REALLY interested in when some "D" version is available. I don't see the previous version available for download. Has it been removed from download?

Best,

Bill
 
Heyas, Bill!Wow, I wasn't expecting all this :DLet's see here, 1) as far as I know, yes, the paints for each version, to a point, are unique to that version. If you were to want to move the 2012 textures to the v7.3, it would take some adjustment to make them fit properly. I know less than nothing of modifying textures, so just how to is entirely beyond my abilities. I either enjoy the paints that come with, or ask a couple friends I have on the FSDT forums to make one for me. In the v16.1, for example, there is a paint for VMFAT-101, with whom I stationed for a long time. Same with '333, my last squadron.I guess, in answer to all your other questions, which are along pretty much the same lines, I would say to get a good set of pictures of the squadron/paint you want, and ask Azframer over on the FSDT forums to make it for the v17.1.30. Which comes with quite a large number of different textures, by the way :DAs to the D-model, to the best of my knowledge, since the original dev who made the model is gone dark, there are no plans to release it in the v17 series.If by the previous version you mean the 2012, yes, it's gone. I don't even think you can find the v16.1 any more. As they move forward with this whole project, they tend to get rid of previous versions as excess baggage. They only have so much room for their planes, as most of the FSDT web space is taken up by their sceneries, which are very good, and very numerous. I am sure Jimi still has the v16.1 stored someplace, and would put it up if you asked him, but as far as I know it's no longer available.Does this answer your questions adequately? Hope so!Pat☺
 
Just a quick HU for y'all: There is a update out for the v17.1.30. Henceforth it will be the v17.1.31. Go to the forum Bjoern linked above, and on page 100 there is a link to page 96 (lets all play chase the Hornet around! :dizzy: ), and on page 96, second post down is the link to actually download the v17.1.31. Also, there is a write up in Jimi's entry there on page 96 explaining just what the update does, down near the bottom of his post.

Bill: You can contact Jimi by registering for the forum (it's free) and either making an entry in the Updated Hornet thread Bjoern linked, or by sending him a PM. He WILL answer, either way, but, as he's still active duty Navy, it may take him a little bit to do so. Jimi is the FSX Blue Angels demo team's XO, and the Team lead of this whole Hornet project. Not to mention being a great guy in general.
There are also some real good texture types in the thread, so they will probably be able to answer your questions alot better than I. I have all the artistic talent of a large rock, so I don't even mess with textures, just enjoy whats provided :D
There are also threads there for vLSO, and some other good stuff. Take a look. Well worth the effort.

Have fun all!
Pat☺
 
Pat,

Would you be able to answer this question or should I register over at the fsdreamteam forums so Jimi can take a look as well?

I installed v17.1.30.(and also the v17.1.31 update) - everything is working so far but I am missing wing flex.

I have P3d V3.4 and thus ran the P3DV2 installer option(I assume this was the correct option to choose since there was not an option for P3d V3 , etc....)?

My MFDs weren't working initially but I read about the issue so I copied the F18.dll over (from my FSX backup) into the gauges folder and rectified the MFD problem - - but the wing flex issue still remains.
I do remember wing flex working when I had the FSXBA installed in my FSX version - just not sure if I have a bad install, etc...? (I have reinstalled 3 times but no luck)

Is Wing Flex controlled by the HornetFCS.dll file?

Oh, did I say how awesome this legacy Hornet is? :) Fantastic Job!

Thanks Pat,

- DB
 
Is Wing Flex controlled by the HornetFCS.dll file?
Hi Deacon :)
I am far from expert on this sort of thing but: Wing Flex is controlled by an effect in the FX portion of the Panel.cfg, either in the Panel.Fleet or Panel.BA folder. The line is gauge40=FX!Wingflex, under [Vcockpit01]. The actual .XML file is located in the FX folder contained within either Panel folder. Shorter answer, no, Hornet_FCS.dll doesn't have anything to do with it, other than distantly, and very peripherally.
I took a look at the .XML file, and from what I can see, it's dependant on 3 factors: G-force (5.5G), AOA (>5°), and TACPAC's presence. I am not certain just what TACPAC does to wingflex, but it IS in the file. I believe it has to do with load-out selected in TACPAC, causing weight and drag differences depending on which load-out is chosen. Thus, more weight on the wing, from bombs, rockets, etc, the less flex, more flex, or a different amount of flex depending on the weight of the load-out. I believe. Like I say, I am far from being an XML type of guy.
I will ask over on the forums for you if you want, or feel free to do so yourself. I think, although very rarely, that you need TACPAC enabled and operating to get the full wing flex effect. I may well be wrong on that, but from what I read in the .XML file, that's what I believe. It may just have the TACPAC lines in it for the different load-outs. No TACPAC, no weight on the wings, thus, a different effect.
Why your wing flex is inoperative, I can't say, but that's what I can see. It may be that it does require TACPAC to get the effect at all. I'll look at my plane, FSX:SE, NO TACAPC, and see what it does.
No real answer for P3D but the best I can do for you...

I installed v17.1.30.(and also the v17.1.31 update)...
As near as I can figure, the v17.1.31 is a stand-alone install, replacing the v17.1.30. I may be wrong on that. However, just so you know, be expecting more updates like this in the near future. There are still "things" they're working on. Details, but some important ones.

Hope this is some small help...
Pat☺
 
Pat,

Thanks for the reply....

1. I do have TacPac installed (forgot to mention this in my original post)

2. I checked the Panel.cfg file and do have the entry: "gauge40=FX!Wingflex," present in both Panel.Fleet or Panel.BA folders

3. I do have the XML file present in the following location(s): ....SimObjects\Airplanes\FA-18C_FSXBA_BA_17.1.31\Panel.Fleet\FX\Wingflex.xml and .....SimObjects\Airplanes\FA-18C_FSXBA_BA_17.1.31\Panel.BA\FX\Wingflex.xml

4. I made sure TacPac is working as I can load up and fire/drop ordinance via Shift +7

==============================================================================================================================================================

Basically, I took a clean jet (fleet bird) - cleaned her up after take-off, stayed 200 ft AGL over the runway, accelerated to about 400+ knots and buried the stick in my lap - still no wing flex.

Thanks for the help...

I can post over there this weekend to see if Jimi (et al) has any ideas - I'm stumped. Lol

I really appreciate the help Pat in narrowing this down - such a beautiful bird to fly!!!

Joe
 
Hey Joe!
I tested mine out as well. I do not have TACPAC at all. I'm too broke to buy any payware. ANYwho, I got it going about 995 kias at 200', and PULLED her hard. 8-9 G on the HUD. No wing flex at all.
It may not be enabled in the model somehow, or something in the .XML file may have been changed or not changed when it should have been. I'll watch the forum for your post and see what Jimi or Orion has to say.
It may be one of those little details that remains to be fixed. They do have a number of such details. Not critical to flying the bird, but annoying non-the-less.
Sorry I wasn't more help. I can try looking over the XML file some more, but I am far from expert on them...
Pat☺
 
I can confirm with the TP model no wing flex. On my safe escape maneuver (the pull up), looked over my shoulder to watch the wing tip move, nothing.
 
Ok, I made a post on the FSDT forums, letting Jimi and Team know about the wing flex situation. I am sure they'll get to it asap. They're mainly concerned now with getting the Hornet_FCS.DLL file updated to work in P3Dv4, and all the Avionics systems as well.

We shall see what we shall see!
Pat☺
 
Ok, I made a post on the FSDT forums, letting Jimi and Team know about the wing flex situation. I am sure they'll get to it asap. They're mainly concerned now with getting the Hornet_FCS.DLL file updated to work in P3Dv4, and all the Avionics systems as well.

I can confirm with the TP model no wing flex. On my safe escape maneuver (the pull up), looked over my shoulder to watch the wing tip move, nothing.


Thanks Pat & Victory103 for checking on both of your ends - Much appreciated!

-- It's good to know it's a (possible) bug with the current release and nothing with my install/PC , etc....

The wingflex certainly is a minor thing and it sounds like they've got bigger issues to rectify so totally understandable if that's put on the back burner!

Well, Back to flying the C-Model!

-DB

P.S. - Thanks for posting the Wingflex issue over at the FSDreamTeam forum, Pat!
 
P.S. - Thanks for posting the Wingflex issue over at the FSDreamTeam forum, Pat!
Happy to help!
I used to work for the Government, I'm here to help :biggrin-new:

We'll see what they say over there. It may take a few days, though. Jimi is active Duty Navy, and Orion works for the Navy, Simulator Operations, so they can get a little busy sometimes, but they WILL answer eventually.
Till then, enjoy they way the plane flies!
Pat☺
 
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