F104G Starfighter

  • HI Jan


    Have tracked down the error, I was using Autopilot.Arm for the autopilot on switch, should have been using Autopilot.Master.


    Just need to work out how to make the heading arrow move to the correct place on the rotating compass rose and we have a working autopilot, except for speed, guess that's what a throttle is for ;)


    How do we get a switch to respond to a mouse click, at the moment they all respond to rotating the mouse wheel. As a result its easy to go from ON to OFF back to ON without realising it......edit....cancel this, I missed the word toggle in the switch type


    Steve

    Part 2 to this.


    The Autopilot master switch now operates with a mouse wheel or left mouse button however..


    Using mouse button, the switch moves, the output changes but autopilot not active

    Using mouse wheel, the switch moves, the output changes and autopilot now active


    ??????????????????? I hate TMD files X(


    Steve

  • The autopilot responds to the message qualifier that you send it. In the controls.tmd your autopilot switches should be set as "button" with an "OnPush" message with the qualifier "toggle".

    If your switch still moves without the autopilot being on then check that the switch uses the Autopilot.OutputActive output. If you use an input_switch it won't check if the ap disengages on its own or engages at all.

    In the b737 I also use a "switch" for the ap master, maybe that helps? It's a different autopilot code though, I hope the basic one also works. Or you could switch to the advanced autopilot which would also give you auto throttle.

  • Morning Jan


    Changes to the switch has cured the problem and I have the heading bug working so it's a functioning autopilot so far. Will investigate moving to the advanced to get the speed hold. It is a strange system as you need to turn everything thing off to regain control and then turn things on as you need them. Seems like just the sort of thing they would have had in the 60's so it's stopping like that.


    I do get oscillations in pitch at 629kts plus at 10000ft, disconnect the AP and it goes. Is this a limit or something I can alter. I kinda like it in to be honest as yet again it shows the primitive nature of autopilots in those days.


    VOR pointer next on the list...yipee


    Steve

  • The gain in the autopilot was never set for these kind of speeds :)

    What you can do is scale the autopilot commands down when the autopilot is active. I checked it but there doesn't seem to be a public gain factor that you can change.

    so something like:


    servoclassic ElevatorGain

    input: Autopilot.OutputActive

    Speed 1.0

    P0: 1.0

    P1: -0.5 (<- this decreases autopilot authority)
    Position 1.0


    product ElevatorScaled

    inputs: ElevatorGain.Output Autopilot.OutputElevator


    servoclassic ServoElevator

    Input: ElevatorScaled.Output

  • Hi Jan


    Think I will leave the oscillations in to give it some living on the edge feel, as was usual with aircraft in the 60's were nothing was perfect. F104 was probably more edgy than most so lets not make it too easy.


    How do we increase the angle of bank for the standard autopilot or is this a fixed value within the sim, at 20 degrees it's quite pedestrian for a fighter. I have pretty much all I need from the autopilot which was basic in those days so moving to the advanced would not gain very much, apart from a massive headache for me.


    Nav gauges now all work fine so something else of the list


    Throttle reduction on fuel empty and enhance the electrics and I'm there I think until IPACS add more features. Volumetric lighting would be nice for landing lights ;)


    Steve

  • I thought you might say that, more headaches :(

    I have uploaded some new TMD files to Flight-sim.org to fix the bug with the beta program, simply copy the TMD files into the F104G folder and overwrite the existing ones, remember to copy one of these new TMD's that you wish to use to the F104G root as that one will not have been updated


    Steve

    Hi Jan

  • Hi Jan


    I have 2 outputs ZeroFuel and AboveZeroFuel (20KGS)


    I can use AboveZeroFuel as a InputEnable on input_lever Throttle1Input and this does lock the throttle when fuel is below 20kgs but it stays at what ever the throttle is when this is triggered. So not much help


    I assume I need to drive EngineN1 down to position 0.1 or ThrottleLever to a set value but can't work out how this is done.


    Steve

  • Just multiply ThrottleLever.Output with your AboveZeroFuel.Output (using the "product" element) and send that to the engine


    Code
    1. <[product][ThrottleCommand][]
    2. <[string8][Inputs][ ThrottleLever.Output AboveZeroFuel.Output ]>
    3. >
    4. ...
    5. <[string8][ThrottleControl][ThrottleCommand.Output]>
  • I think the update has now moved the beta bug to the 'live' version. I have just replaced the tmd file(s) by the update here.

    Best regards,

    Thomas


    i7-6700K @ 4.0 GHz, Geforce GTX 1080, 32MB RAM, 500 GB SSD, 1 TB SSD, 1TB HD, 32" Monitor 4K, Oculus Rift

  • We have updated the beta version with a newer build and the previous beta build is now live, yes.

    IPACS Development Team Member

    I'm just a cook, I don't own the restaurant.
    On behalf of Torsten, Marc, and the rest of the IPACS team, we would all like to thank you for your continued support.


    Regards,


    Jeff

  • First off, thanks a ton for creating and giving us this awesome plane. It certainly makes for a unique flying experience!

    Try the following: Highspeed level flight, hard aileron - after 2 rolls it will start to spin and keep going even if you relax controls. Can only be stopped with opposite rudder.

    I dont know if that behaviour is realistic, but it sure is interesting.

  • First off, thanks a ton for creating and giving us this awesome plane. It certainly makes for a unique flying experience!

    Try the following: Highspeed level flight, hard aileron - after 2 rolls it will start to spin and keep going even if you relax controls. Can only be stopped with opposite rudder.

    I dont know if that behaviour is realistic, but it sure is interesting.

    Currently the actuators have infinite force and the wings don't brake off. If you added full aileron at that speed it would probably rip right off :D

  • Hi Jan


    Last question on Starfighter, for now


    I am making the Starfighter load cold and dark, smoke and mirrors really. Would be better if engine stopped and engine sound off but it's the best I can do


    I can make the gauges return to zero on the battery off with the following


    <[needle][NeedleTotalAirTemperature][]

    <[string8][Input][TemperatureSensor.TotalTemperature]>

    <[string8][InputEnable][EngineInstrumentsOn.Output]>

    <[float64][Speed][5.0]>

    <[float64][Damping][0.95]>

    >


    I would like to do the same for hyd and oxygen but they use an input value which is a number


    <[output][HydraulicPressureSystem1][]

    <[string8][Input][20684270]>

    >


    If I add HydraulicPressureSystem1.Output to the needle input the sim gives me a wonderful stop cube. I tried EngineOutput.HydraulicPressureSystem1, same result. Also same with oxygen


    Is it possible ?


    Steve

  • HI Guys


    Have uploaded version 1.1, some fixes, autopilot, cold and dark (ish), new specular maps etc oh yeah, zero thrust on zero fuel.


    My first engine off ended in a heap just short of the runway..come to think of it, so did the others. There is a quick way to simulate this if you can't wait for the fuel to reduce. TMD editing I'm afraid. Copy the "Just a Starfighter" TMD to the main f104g root, open this in notepad++ (it's free so you don't have an excuse), do a search for InternalFuelTank, change fill level to 0.1, save the file (not save as) restart FS2 and off you go, for a short time anyway


    Although I have done my best to check things there may be errors, 14 TMD files can get a little complicated to check so just report things and I'll fix em


    Have included short txt file here and in the main zip so please read, it will help.


    Thanks to Matt for the specular maps and of course Jedi Master Jetpack, he's a programmer so got to be on the Dark Side


    Steve