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F-16 upgraded to 'production' status

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Re: F-16 upgraded to 'production' status

Postby Necolatis » Fri Nov 01, 2019 11:30 am

Sorry, you need to comment out this line in the above script:

callsign = armament.contactPoint.getUnique();

I tested it well, but then I did a change, that for some reason, I forgot to test this aspect with.
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Re: F-16 upgraded to 'production' status

Postby J Maverick 16 » Sat Nov 02, 2019 9:50 pm

Quick list of what has been done in the past few days:

Improvements to TGP
Vibration during ground roll and high G turns
New liveries added: UAE Air Force Block 60 pack, Italian "Diana" and WIP new "Wraith" Aggressor.
Nozzle 3D overhaul
Texturing improvements
Walker now tweaked to work properly
New wingtip vapor trail effect
Contrail, Mach cone, tip trails, g vortexes are all dependable on weather factors.
New EHSI instrument for selected Blocks
New stall buffet sound
Minor interior 3D updates
Some new splashes and thumbnail
All the usual bugfixing and improving.

Screenshots:
Image

Image

Image

Image

Video I made as OBS test with the F-16CG around Nellis earlier:


As usual, latest version avaiable on GitHub (updates come out daily).
Cheers, Mav
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Re: F-16 upgraded to 'production' status

Postby J Maverick 16 » Sun Nov 03, 2019 10:31 pm

I've just completed alongside Necolatis some interior 3D work:

Image

Of course we are waiting for a major cockpit rework but this already is a little step forward. Enjoy!

Bonus pics from my display over EHAM for FSWeekend as well:

Image

Image

Cheers, Mav
Breakin' the sound barrier every day!

Scenery designer, basic livery maker, aircraft developer (KC-137R, F-16, C-32J, MH-60).
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Re: F-16 upgraded to 'production' status

Postby Johan G » Sat Nov 09, 2019 11:11 pm

Regarding the Mk 82 GP bombs, the tables on these pages might be of use (practice bombs with similar ballistics):
http://www.ordtech-industries.com/2prod ... BDU33.html (low drag)
http://www.ordtech-industries.com/2prod ... MK106.html (high drag/Snake Eye)
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Re: F-16 upgraded to 'production' status

Postby Necolatis » Sat Nov 09, 2019 11:13 pm

Oh, that is very useful, thanks. :)
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Re: F-16 upgraded to 'production' status

Postby Johan G » Sun Nov 10, 2019 12:40 am

You are welcome.

I am not sure if it will affect the ballistics, but bombs are typically pushed away by pistons on ejector racks (either actuated by a pyrotechnic cartridge or, more an more common, pneumatics). Nominal end of stroke (EOS) separation velocity with a 500 lb store is about 20 ft/s. [1]
___
[1] MIL-STD-2088A (9 May 1994), section 5.1.7.7. The newer standard (MIL-STD-2088B) instead leave the EOS velocity to "the procuring activity" (in essence the organisation procuring new racks).
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Re: F-16 upgraded to 'production' status

Postby Necolatis » Sun Nov 10, 2019 1:14 am

Actually not something the code supports right now. But very interesting, it probably should.
Thanks.
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Re: F-16 upgraded to 'production' status

Postby Necolatis » Tue Nov 12, 2019 1:11 am

Thanks Johan, now adjusted and added the features you talked about.
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Re: F-16 upgraded to 'production' status

Postby Necolatis » Tue Nov 12, 2019 1:31 am

FGAddon F-16 updated with the fixes we did last 14 days including what Johan G. and Thorsten pointed out that needed changing.


Highlights
    Much more animations/effects can now be seen over MP (including payloads).
    Total rework of exterior lights and their controls.
    Nav freq can now be set on left panel. (except for ADF, it still needs menu)
    EHSI display has replaced HSI gauge on selected blocks.
    3D update of nozzle and pilot.
    Added sounds to most cockpit controls.
    Enhanced aircraft help dialog

Full changelog:
Store: Renamed some pylon sets.
TGP: When unlocking should now go back to approx where it was pointed.
TGP: When following steerpoint no longer check for visibility.
TGP: When something selected but not in radar view, do not switch to follow steerpoint.
Model: P&W nozzle textured and got effect put on.
Model: Added speedbrake inner texture to livery master.
Model: Added grey droptank features to master livery.
Model: Inner speedbrakes.
Model: Changed livery master.
Model: Adjusted inner speedbrakes material.
Store: Fixed firecontrol would not say what target it fired at when lock fired.
Sim: Fixed walker. (untested)
Sim: More walker fixes.
Model: Updated engine fire in livery master.
Texture: Fixed afterburner
Effects: New wingtip vapor trail, updates to jelly, contrail; Updates to nozzle; fixes
Change path to walker-include to fix loading issue when using launcher + having stored the aircraft in an extra folder
Path Issue
Effect: Made wingtip trails dark at night.
Effect: Fix for TGP mount being WHOT when model shader at 0 in ALS.
TGP: Fixed could not move pod when radar or steerpoint locked.
Model: Liverymaster black beauty basics added.
Model: Removed horiz assemble line from droptank in Danish livery.
Model: Added star to black beauty decals.
Model: Black beauty a little better.
Model: Converted all RGBA liveries to RGB and compression 9. Since I batch converted them, they all got touched, so commiting all of them again.
TGP: Yet another fix for getting back to before lock place.
Effects: Contrail now dependable on temp and humid instead of fixed altitude, fixes; Livs: Wraith fixes
System: AOA indexer now runs on DC ess bus.
Effects: All vapor-related fx now are dependable on atmospheric parameters.
Effects: Fixed typo in pressure
Model: EHSI for selected variants.
Model: Tooltips on EHSI.
Elec: Fixed init error in EHSI.
Elec: Fixed another of same type bug.
Sim: Reworked nasal startup order, its now more controlled.
Elec: More of elec not init fixes.
Revert "Model: Converted all RGBA liveries to RGB and compression 9. Since I batch converted them, they all got touched, so commiting all of them again."
This reverts commit 76ebd3b52db0e300ebfa7810f22834bde4847030.
GUI: Splash and thumbnail update
3D: Added 3 knobs
Livs: New Diana AMI by Spectre; 3D: Texturized seat cushion
Sim: Commented out exec double start.
HUD: Removed VOR, ADF and TACAN.
MAde seat texture darker
System: Added VOR/ADF to EHSI.
Animation: Updated the old HSI. It wont do VOR/ADF though.
TGP: Prevent the TGP MFD to move slightly out of TGP view.
ICP: Up/down arrow buttons can now select steerpoint.
HSI: Now only do NAV navigation when route-manager is active.
GUI: CTRL-W now looks down on HSI/EHSI.
HUD: Fixed ILS would not show for VOR/ILS mode.
Effect: Better reflections on exterior canopy glass. Might need tweaking.
Effect: Slightly yellow tinted specular spot on exterior canopy glass.
Effect: Fixed lightmap in fuselage shader.
Cockpit: Reworked 3D
Animation: The backup UHF panel on left console now works as NAV freq input.
HUD: Less clutter when starting up FG.
Model: Fixed ICP scrollwheels was flat shaded and had bad material.
Model: Semi-fixed ICP scrollwheels would always be in shadow. Will be fully fixed with compositor.
Model: Fixed wrong texture path!
3D: Fixing some cockpit stuff
Damn .bak files
Sim: Eject seat disarmed per default.
Model: Fixed some instruments assumed only 1 internal view.
GUI: Enable views at startup that might have been disabled and saved to aircraft-data.
Effect: Less dust on EHSI.
Animation: Fixed that knob 2 would turn when dialing knob 1 for nav freq.
HUD: Even better protection against stuff on HUD before updated.
GUI: Custom view handler for pilot view.
HUD: Fixed flyup cross was not visibility processed.
Model: Show pilot in exterior view on other aircraft.
Sim: Added mach and KT to MP properties.
Effect: Proper select animations for mach-cone, strake-vortices and g-vortices.
Effect: Made wingtip trails work over MP.
Effect: Made strake-vortex work over MP.
Effect: Made smoke not be black over MP.
Effect: Made g-vortex work over MP.
Animation: Made AOA Indexer work with gears retracted as per manual.
Effect: Fuselage fog no longer done in gamma corrected mode.
Effect: Made dragchute angle from aircraft be seen over MP.
Sim: Added N1 and N2 to MP protocol.
Anim: Outlet fan now spins over MP.
Anim: Made all fan anims be seen over MP.
Effect: Made heat blur for moving be seen over MP.
Effect: Made heat blur for not moving be seen over MP.
Effect: Made F16 not need Viggen installed for strobe light.
Effect: Pilot visor effect.
GUI: Updated splashes for Block 40/42
3D: Pilot overhaul
Effect: No G-force head movement in goPro views even though they are internal.
Effect: Fixed visor was in wrong renderbin.
Effect: Added effect to rest of pilot. And adjusted specular.
Effect: Fixed some glass was in renderbin 10.
Effect: Making 100% sure visor gets in correct renderbin.
Model: Parts of pilot was flat shaded, is now smooth shaded.
Arms: Decreased report distance for bombs.
3D: Further pilot fixes, ACES II
Radar: Fixed that RWR would always think Mig21 transponder was ON.
Model: Fixed bad texture path and material in chair.
Radar: Made comments on how threat are computed in RWR.
Effect: Made afterburner less white at night.
Effect: Even more color on afterburner at night.
Effect: Non-moving heat blur now not visible at night.
GUI: Made cockpit view move even more to the side beyond the threshold.
Effect: Removed shadow effect from panels as it didn't work anyway with animated stuff.
Effect: Made comments so can see where to add stuff in effect declarations.
Effect: Some r-aux panel work.
Effect: Added some switches on right panel for flood light.
Model: Smooth shaded some flat shaded objects.
Livs: RDAF 800 by Spectre, E-606 by JMav
Anim: Fixed the marker beacon light.
Effect: Made center console gauges use same effect scheme.
Updated Hydra submodel position
Effect: Put effect on chair.
Livs: New Empire
Anim: FUEL QTY SEL knob now works.
Model: Tooltip for marker beacon light.
Model: Fix for last commit.
Anim: Stop anim of fuel gauge if no AC. (probably not correct type of voltage)
Model: Added inner canopy frame to liveries, the liveries needs to be modified though.
Model: Removed pilot side fuselage logos when inside as they are clearly visible not attached.
Model: Fixed that cockpit stuck out from fuselage. This has become visible since the new cockpit view head movement, so needed to be fixed.
Model: Seperated canopy inner frame so it dont have to be on every livery.
Sim: Refuel rate is now 6000 LBS/MIN.
Sim: Crashing or getting hit can now cause fuel leak.
Textures: New-spec US helmet B40
Model: GE Nozzle xml file. Disabled for now with range anim.
Model: GE nozzle commented.
Effect: Different effect on chair.
Model: Comment in chair.
Effect: Taxi and landing lights.
Store: MP visibility.
GUI: Added refuel button to quick payload select.
GUI: Added ext lights to GUI controlpanel.
Effect: Made afterburner size depend on throttle.
Effect: Made heat blur 'jelly' only be visible above 50 kt as we already have heatblur for less speeds. And 'jelly' looks not good when still.
Effect: Named jelly and exhaust into heat blurs moving/still.
GUI: Simplified aircraft help.
GUI: Aircraft help now displays correct variant.
Sounds: Added ejection lever; Livs: New/updated patches
Effect: Made landing light more powerful.
Effect: Changed smokewinder MP properties to be bools.
Effect: Longer afterburner.
Sounds: Added lndg light sound; Effects: various things
Effects: AB flame bigger
Model: Made pilot visible over MP.
Effect: Rework of exterior lights and its controlpanel. All enabled over MP.
GUI: Rework of exterior lights in controlpanel.
Effect: Add to last commit.
Effect: Another add to second last commit.
Effect: Made wingtip lights directional.
Sounds: Added light switches; Fx: Max AB about same RL lenght
Effect: Ext lights now use correct elec.
Effect: Added fuselage flood light.
Sound: Reworked cockpit control sounds.
Sound: Better duration for control sounds.
Sound: Added comment for JMav16.
Sound: Added MFD BRT and CON plus HUD BRT and RWR INT to sounds.
Sound: Added freq nav knobs to sounds.
ARMS: Fix for bug in missile-code.
HUD: Possible fix for bug.
HUD: Real fix for last commit.
HUD: Extra fix for last commits.
Sounds: Added/edited some
Anim: Made rightmost nav bottun turn.
Sounds: New pushback sound from FGUK
Sound: Outside rain heard when canopy open.
Sound: rain outside again.
Sound: Fixed double rain
Model: Disabled fuel truck until we find solution.
Model: Fixed normals on misc panel.
Sound: Added nasal and xml for 5 new sounds added by Jmav16.
Sound: Rework of internal startup sound.
Model: Undid my fix for normals in misc panel, blender messes up the anim axes, not in mood to fix that.
Sounds: Doubleclikc for MFD/ICP
Sounds: New additions and improvements
Sounds: New canopy sounds
Anim: Made cockpit RPM gauge be N2 instead of N1.
Engine: Bug prevents us from setting startup N2 to 20%.
Sound: Increased pitch of N2 startup
Sound: Comments changed
Sound: Rework of pitch for ext startup sounds.
Arms: x10 more drag on gravity assisted ordnance.
Arms: Bombs are now ejected from pylons with a speed.
Arms: Limit pitch to 90. And fix for possible error.
Sounds: Canopy switch, animated most cockpit switches; 3D: Added some switches left panel
Arms: Shaded exhaust on aim 7/9/120.
Arms: Fixed print bug.
Bumped version
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Re: F-16 upgraded to 'production' status

Postby wlbragg » Tue Nov 12, 2019 10:24 am

@Necolatis want a job? :)
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Re: F-16 upgraded to 'production' status

Postby Necolatis » Tue Nov 12, 2019 5:07 pm

wlbragg wrote in Tue Nov 12, 2019 10:24 am:@Necolatis want a job? :)


Hehe, I didn't do that alone, Jmav16 also pitched in.
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Re: F-16 upgraded to 'production' status

Postby Johan G » Tue Nov 12, 2019 6:27 pm

Still not unimpressed. :)
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Re: F-16 upgraded to 'production' status

Postby J Maverick 16 » Wed Nov 13, 2019 10:47 am

Necolatis wrote in Tue Nov 12, 2019 5:07 pm:
wlbragg wrote in Tue Nov 12, 2019 10:24 am:@Necolatis want a job? :)


Hehe, I didn't do that alone, Jmav16 also pitched in.

Indeed it's been an intense 2-week of adding new things, and we're not done yet.
I'll hopefully post some nice group pictures here later we did altogether.
Cheers, Mav

PS: If Leto doesn't need a job, I'd definitely step up for it! :D :wink:
Breakin' the sound barrier every day!

Scenery designer, basic livery maker, aircraft developer (KC-137R, F-16, C-32J, MH-60).
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Re: F-16 upgraded to 'production' status

Postby J Maverick 16 » Fri Nov 15, 2019 2:00 pm

As promised, here are a few pics from the Block 40/42 group photoshoot we had at LIPA last week with OPRF:

Image

Image

Image

And here are a few others nice screenies taken during various occasions including another OPRF group flight and last Saturday's FGUK FlightNight:

Image

Image

Image

Image

Enjoy!
Breakin' the sound barrier every day!

Scenery designer, basic livery maker, aircraft developer (KC-137R, F-16, C-32J, MH-60).
Flying with Thrustmaster FCS Flight Pack + MFD Cougar.
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