Algernon wrote:I really feel this aircraft moving ahead now. almursi, if it's alright with you I will continue with the sound package, and also, would it be okay to tackle the Nav Lights? I want a small, simple modelling/texturing/animating excercise to learn on and I think that's about the right size job! I could also do the afterburners while I'm at it. What do you think?
Algernon wrote:I'll certainly read the GIT article on the Wiki, and try and get up and running with it. Compiling and the like has never worked very well in my head, but I'll have a crack at understanding how to use GIT cos I'm sure there are some cool things in that version not in FGFS 2 which I use. Thanks for the link!
# diff -Naur oldtyphoon newtyphoon >changedtyphoon.diff
Gijs wrote:almursi, I looked at your merge request, together with Jester (he can commit things to Git actually, I cannot) and we "discovered" that it does overwrite the current Typhoon. In order to get it commited, you probably want to make sure that the original author agrees with your changes...
Algernon wrote:1) The FDM tweaks almursi has accomplished have brought the aircraft performance up to near-realistic handling characteristic for the airframe. It is possible to pull a 12g turn, for instance, which in reality would not happen as the aircraft's systems prevents it from performing that far outside of its envelope. Is the simplest way to keep it within it's limits adjusting the FDM to suit, or is it possible to put some kind of simple translation script somewhere? I really don't know what the possibilities here are.
2) Some people are experiencing rapid frame-rate drops - it happened to me in the vicinity of another player's MP Eurofighter, suggesting it could be graphics-heavy, even for reasonable performing machines. Could this be to do with the instrumentation, it has quite a lot of nice MFD gizmos but to my knowledge they are not set to be ignored when out of visible range. I will have a go at putting in the code and see if it improves.
almursi wrote:Meanwhile I do not think it hard to switch them off by default, and include buttons to activate it in the cockpit.
Algernon wrote:The MFD on/off switches are already in the cockpit model, but we could perhaps use one of the spare buttons on this panel to turn off the HUD?
almursi wrote:Could assert with TACAN, but is similar to an approach to a point with a certain proportion of speed and altitude, which is necessary for ballistic calculations.
ECM/TWR was the way I was testing RWR radar (not much, the truth is there but still do not know if it works). First, put the missing boxes under the wings, which is not very difficult (for me it's easy to create these objects, not as the slats ). And then I think it would be funny to do an animation for flares and metal burrs. But the star would be "towed decoy": that is to be able to "paint" another model behind us.
DASS - Defensive Aids Sub-System
I fear that the FG model varies a few things the original model. For example puts analog instruments where the transponder. And it may already be outdated, with respect to the Tranche 1 and Tranche 2.
It's on MIDS (Hud is a MIDS subsystem). Switch off is below the screen in the real model, that in FG is unused.
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