No credit here, I didn't do anything on this one that I know of And if Tom or others used my previous work, that's fine too. it's public domain now.
TomsimMuc is the man, he's the one doing all this stuff left and right, thanks Tom and others.
Michael (IV) und ein bischen jünger als die anderen aber nicht mehr
Is Lofoten 7 an upgrade to Lofoten 6, or are they complementary?
Yes, yes, yes, that would be a BIG ticket item for some of us, waiting for this for a long time.
From my little brain:
1- There is a replay feature, so obviously data can be recorded and stored, so the data format exists. And FS2 is somewhat capable to read that format and reproduce a flight.
2- Furthermore it seems it can be exported outside FS2 through the port and IP address feature (I haven't tried) available in settings menu.
So I don't quite understand what would be complicated with having an input channel just like the output one. If I have a second computer, FS2 on both, the first one should be able to pass data to second one and both fly the same path/plane. I understand you'd have to cancel command input on second one other than view/display, also there is an issue of lag to be taken care of (what happens in lag and how (interpolation, delay, jump, etc..) but that seems very feasible.
I want to take people on a tour, I fly the plane, the second one is passenger.
And maybe later the comm can be both ways and the second person can become a real copilot with option to have flight commands or not (maybe just systems at first, like radio, radar, etc.. and optional flight control).
Then two planes flying in the same airspace.
Obviously this is over simplification, but still I see it there.
Anyway just hoping.
Yes I for one vote for leaving infinite fuel as an option. Not all of us want absolute realism, and all of the time.
So yes I want a realistic fuel consumption and all to be there, but still infinite fuel is great too, so don't trade one for the other. Good choice there!
Just my 2 cents.
Great job guys, can't wait to fly it.
I just think it's pure awesomeness, that is all!
I’ve seen this mentioned a couple of times but wasn’t sure if anything had changed recently.
How do you tackle navigation in VR? I’ve just started using VR (and it’s awesome in AF2), but I’m struggling somewhat to find my way around.
I’ve tried the trick of mapping the HUD toggle to a controller button - that works to a degree, but isn’t ideal.
I have FSWidgets Map on my iPad, but it breaks the VR barrier having to remove my headset to check it. I can sort of see a tiny bit of the map out of a small gap at the bottom of my headset lol but again not ideal.
Any other hints or suggestions?
For me it's actually a fun challenge. I try to memorize the maps and features, from either maps, or satellite maps, before hand, and then fly them. It creates a sense of realism (when flying without GPS was a thing), especially in warbirds and even jets.
I never fly with navigational aid. The most cheating I allow myself is bring up labels, not always helpful either if one doesn't know which city is where. I've gotten significantly lost at times. But then figuring out where and why and trying again is fun (to me).
Very different challenge in the US west, US East and Switzerland. In the west US I've come to a point where you could drop me almost anywhere, I take on some altitude and I know where I am and which way is which.
I still get significantly lost in Switzerland and US East, more exploring is in order, yay!!!
I guess it is somewhat the feeling the ancient navigators would have had.
Alternatively could the VR window display fswidget maps, and buttons? Wouldn't that be the answer to all?
Maybe contact the makers of fswidget and sell them the code?
F18 Kneepad (not really GPS based map, but hey).
More importantly what you've created is basically a functional MPCD (The central lower screen in the F18).
The real one has multiple displays (not the point here) and functions (with buttons) but the current FS2 one is only a green moving elevation map.
Your code, or some evolution of it, could maybe be integrated to create that display with more reality and functionality. I don't know how to do any of it (I wish I did), but the thought is interesting. Maybe Jan will be interested.
I don't know about you guys but I landed the F18 successfully on the deck several times even with 5kt winds. It's all about the speed on touchdown and that you don't bounce and that you have the parking brake set and and use the full length of the deck obviously....
OK Maverick (yes I know, wrong plane), we'll try to catch up to your top gun mad skills.
Did you also try to land a C130, with full reverse, and maybe JATO. Oh wait we don't have a C130 and even less JATOalthough I hear they could be relatively easily implemented.
Jan, I have access to some manual for the F18 (not military and I control the copyright), it's for the superhornet, but the differences can be managed (or we could also make a superhornet ). Once systems start to get implemented, we can easily use that as a base, and fit it to this one, I'm willing to help too, just let me know.
No plans AFAIK. We've been trying to come up with some kind of solutions, so far that's the best we've been able to come up with. By "we" I mean a group of us users and tinkerers.
Apfelflieger created this great model of the aircraft carrier, that can be landed on, which is already not a simple task. I think it came from other models too, not sure, the parties can chime in (Apfelflieger, Tom, DaveW, etc..) It's been a collective effort just to get here.
We've also worked on the "ball" or FLOS but again so far that's it, yet really not much.
The features have been suggested, but I don't think there are any plans from IPACS, although I don't really know, nor would they probably tell us until it's done, which I understand completely.
Same with developing more electronic systems for the F18/F15 etc.. We can come up with stuff, but it's not easy to implement.
Tom, check conversation.
I haven't landed the F18 ont the carrier yet, you may even have to stall land the plane (drop airspeed way below normal, at the edge of stalling and increase AOA to maximum possible), as I don't htink there is enough distance to brake sufficiently.
Anyway, that's the gist of it. The checklist I gave came form another game.
However do not get your hopes up too high, one CAN land the F18 on the carrier, but there are no signal (ball, comm) and no arrestor cables so the landing procedure is not quite the regular one.
Here is a quick checklist for a normal landing. The normal landing pattern is to fly over, do a left 2G turn, a downwing leg parallel to the carrier, then another 2G turn and land.
Landing Procedure Checklist:
Check landing weight is below safe maximum (42,900lbs for F18-E, don't know for F18-A)
jettison stores or fuel as necessary (via jettison controls) (N/A)
At five miles from carrier on straight approach, or on the oval pattern:
Descend to an altitude of around 600ft and bring airspeed down to around 200kts
De-activate the countermeasures dispenser (via the UFC) (N/A)
Lower the hook (pull the handle at the lower right corner of the cockpit )
Extend the landing gear (depress the red rocker switch at the lower left corner of the cockpit, or press [G] )
Flaps are automatic
If on oval pattern, start a 2G turn CCW to get into carrier alignement
Adjust thrust and/or angle of attack as necessary (indicator in HUD, maintain AOA, adjust glide slope with throttle)
At FLOLS acquisition range (approximately 0.75 miles):
"Call the ball" when you see the FLOLS display (not available or needed here)
Monitor glideslope on the FLOLS and general position via ILS HUD needles, and respond to LSO instructions (not available or needed here)
Engage maximum thrust in anticipation of a bolter (do not do and better step on the brake in this case as soon as you touch down)
If you catch a wire successfully, throttle back to idle (not available or needed here)