Spaz...
Actually, thats one of the reasons I want to make the video. It has very good demonstrations and detailed explanations but one of the missing things was how that all worked with a good HUD and what that HUD picture should look like. In example, how the Waterline should be five degrees up and the velocity vector should be 3 deg below the horizon and a little right of the touchdown area. Additionally, other misses were the lack of full flaps and landing over speed for a given weight, and the carrier is not moving on those landing videos. I know its moving when they are taking off, but if I remember right, the carrier isnt moving when the actual landing occurs. Also, explaining the real world vs. FSX compromises that have to made. Things such as how the carrier meatball and the New HUD ICLS needles are at 4.0 glideslope, whereas the real world carrier is USUALLY at 3.5, so to get certain WoD conditions optimum, changes must be made to the natural wind direction/speed, AND carrier course/speed. Just like that gent who asked on another thread what the carrier's course should be.
I also would like to show the people how to use the Sludge's newer features and gauges. The video would include FSXNPs completely integrated BlackBox, along with 2D HUD Indexer and UpFrontControl Panel for ball call's fuel state. How to set the RALT Betty for 300' AGL (which is the most common that Ive seen used). Things like that.
Later
Sludge