Tree...
Thanks. And this is more for testing and evaluations. We havent even got to v1.3 yet. This is more like v1.2_A. Still working on stuff. Getting feedback, criticisms, and corrections.
Frenchie...
Thanks for the good words. Glad you like it.
Johan...
Thanks. Also, dont forget Serge for his work with the UFC-NAV page and many other gauges. Were the instructions helpful? If yes, cool. If not, tell me what you think I should add or what would help a casual FSX flyer use this gauge. Ive gotten the NAV page down pretty well, and it makes cross-countries alot more interesting. You can "push it up" to make an earlier time, or "float it back" and arrive casually late. Now, IF someone can just figure out a good Mach or Airspeed Hold AT ALTITUDE, we'd be in business. The default straight up sucks for me. I cant get it to hold at all when Im cruising. Dont know how the "logic" works but it stinks. Maybe Ill set the "use Indicated Airspeed" instead of True airspeed option in the FSX setup menu, then go fly on auto-throttle?
It was easier to make the G Vapor this time around. I may "trim down" the effect (less particles/emitters = more fps friendly) or make it two separate effects [left/right g-vapor] (14 or less particles/emitters that I can mod directly in the SDK; SDK doesnt allow more than 14 particle/emitter entities, which I have to "workaround"), so I can mod them in the SDK? Who knows what Ill end up doing, thatll probly wait for v1.3? As of right now, for v1.2-Alpha, itll stay as is. What did you think of the EG_Smoke? Get straight and level about 8k, set the view to "fly by", zoom out to .5, and when you get about 300-400 kts, PLUG IN BURNERS, do some yanking and banking and tell me what you think.
And, I checked your complaint about the gear and saw exactly what you meant. So I messed with it last night and did some testing. Its ALOT better now (lowered the dampening but changed some values to get the jet back to what you're used to seeing), I think you'll like it. Ill get those corrections added to the SH.com download server when I get home tonight.
Mike...
Its not soo much an issue as it is a "clerical/book-keeping error" on my part. Thanks for the catch. I got rid of those repaints because I couldnt get the release permissions as Dave Sweetman (author of VFA-15 and VFA-115 CS Delta Hornet repaints) was in Afghanistan 'til just after I released them. When I get home, Ill recheck them for correctness, as the current Sludge/Combat CS Hornet should have the defaults, two USN [VFA-102, -103 CAG], and four USMC [VMFA(AW)-121, -242, -332. -533] repaints. I went "USMC-centric" as the Marines are main flyers of the Delta Hornet.
Serge...
Much thanks for the mistake-catches you pointed out and the fixes. Along with the gear fix and the aircraft.cfg repaint oversight, both your corrections will be uploaded to the server tonite. Keep it up and we may just rename it the "Serge Hornet", as you have had a big hand in all of this. Thanks big time, friend!!
Fellas...
One other thing Im working on is the Roll Rate. I remember a few people saying the Hornet doesnt seem to roll fast enough. With the new fa18.air data and the aircraft.cfg/aileron effectiveness scalar = 1.4, is that enough? I was flying around last night and it SEEMED low to me. So I UPPED the scalar 1.8 and it did some really snappy-fast rolls. Maybe I overkilled it? I know its subjective, but Id like to hear people's opinion on this issue.
Later
Sludge