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Re: FSX Meteor F8 released

Posted: 13 Apr 2011, 19:19
by Dev One
The F18.dll also sorts out the lack of RPM etc in the Sea Hornet & Hornet. The Meteor F8 alternative cfg & air files are better for performance, no doubt because the thrust multiplier has changed from 1.3 down to 1.0! Not sure what else has changed at the mo.
I gather that Acceleration has the F18 aircraft as an addon whereas SP2 doesn't, so that would explain the non compliance with SP2, so all it needs is for Rob to include this .dll in his package! It might also be needed in his NF14, Vampire, Venom & Gannet ( which I have not d/l oaded - yet).
Keith

Re: FSX Meteor F8 released

Posted: 13 Apr 2011, 19:50
by airboatr
RE: on the "twitching"

Mine is (was) more like a full boot in the arse causeing the ac to jump up off the pavement.
I say was becasue I've not changed anything except my handling practices. If I drive the aircraft within it's designed limits
and not slam on the brakes at high speed or try and make turns at excessive speeds I do not experience the "boot".

I do need to understand a little more about the speed limit and the indicated speed on landing.

I seam to need to keep my speed at .6 or I stall..... ??
:dunno:

Re: FSX Meteor F8 released

Posted: 13 Apr 2011, 21:13
by Dev One
Forget the Machmeter it does not seem to be calibrated correctly & is not reading the equivalent of the airspeed. The ASI shows the correct speed when cross referenced to the Shift+Z reading at the top of the screen. As for ground instability cannot comment as have not tried that yet!
I find that I can approach at about 115/120 KIAS, cross the boundary about 100 KIAS flaps down & if necessary flip the speed brakes out on touchdown.
Keith

Re: FSX Meteor F8 released

Posted: 13 Apr 2011, 22:20
by SkippyBing
I gather that Acceleration has the F18 aircraft as an addon whereas SP2 doesn't, so that would explain the non compliance with SP2, so all it needs is for Rob to include this .dll in his package! It might also be needed in his NF14, Vampire, Venom & Gannet ( which I have not d/l oaded - yet).
Seems odd, even though it works, there're no new variables/code in Acceleration for RPM or displaying it in gauges.
Legally Rob can't include the .dll in any packages as it's Microsoft's copyright.

Re: FSX Meteor F8 released

Posted: 14 Apr 2011, 02:23
by airboatr
Keith,

Thanks for the info.
As to using speed breaks, I have a axis assigned which gives me more control deploying them instead of all or none with the \ key.



Joe

Re: FSX Meteor F8 released

Posted: 14 Apr 2011, 20:28
by Dev One
SkippyBing, thanks for the comment re Microsoft copyright, but this .dll seems to be needed because Rob has used the F18 HUD as his base model in making his instruments. I will be able to comment further when my requested acceleration update disc arrives from Amazon!
Airboatr: I think the Meteor air brakes are on or off, no intermediate positions are provided. There are no comments about this in the PNs for the F8, or for that matter in the F4. The U16's air brakes are either out or in!
Keith

Re: FSX Meteor F8 released

Posted: 14 Apr 2011, 21:04
by DaveB
Hi Keith :hello:

I think what Skip is getting at is that as the F-18 and all it's component parts come from 'A-N-other' payware addon.. under the circumstances, the model should be listed/advertised as being for FSX/ACC 'only'. Microsoft are pretty reasonable as far as flightsim copyright goes as generally speaking, we all 'play the game'. However, the danger of making something compliant with FSX/ACC is that the end user has to have the software in order for in this case, the Meteor to work. The developer can't really give something away (the gauge and dll) which is part of an additional payware package as this would infringe the MS copyright. He can make stuff using the component parts of ACC which other paid up ACC users will already have but in order to have those parts.. you have to buy the product.. if that makes sense. :) If MS didn't mind 'everyone' having the gauge and dll, they'd have been put into SP2 or released as part of the original product or made available free to download ;)
At the end of the day, I really don't know if MS would go off on one but I'd not like to test the theory! :lol:

ATB
DaveB B)smk

Re: FSX Meteor F8 released

Posted: 14 Apr 2011, 21:16
by Dev One
Dave, Thanks for the explanation, it also helps explain why some other FSX Acceleration kites work in SP2. I will now try & go to sleep on this subject, being really only a FS9 man with FSX lookins now & again....
Regards
Keith

Re: FSX Meteor F8 released

Posted: 14 Apr 2011, 22:06
by DaveB
being really only a FS9 man with FSX lookins now & again....
:lol: :lol:

As am I Keith.. as am I ;)

I think the common assumption is that everyone has ACC these days and it's probably true that most 'serious' FSXers do. Why I have it I couldn't really say. I think I saw it advertised at a 'good' price so thought I'd have some.. that and it made carrier ops work better. Ben made a traffic file for Ark Royal IV for me which starts from Liverpool on Tuesday morning and ends on Wed evening back in Plymouth.. something like that and every time I loaded up the sim in Liverpool and turned toward where Ark should be.. FSX spit out. The only think we could think of was that I was at SP2 and Ben had ACC! Sure enough.. when I eventually got ACC and installed it, my Ark Royal AI worked a treat :) To be honest.. the only time I ever use FSX is to fly the Simshed/Skysim Sea Vixen to and from Ark Royal and believe me.. that doesn't happen very often ;)

ATB
DaveB B)smk

Re: FSX Meteor F8 released

Posted: 15 Apr 2011, 07:01
by Rich
Brian, re contact points I did another quick check on static pitch and height and they are a fair bit out from what I see.

Both those settings will also affect taxi behavior, to check park on a runway / taxiway with parking brake on, centralize your stick/yoke the press the slew key = Y watching the aircraft, ideally all being well you will notice nothing, but in this case I think you will see the aircraft sink in the tarmac up to around the external tanks that is static height to low, you will also see the nose rise a fair bit + static pitch to much.

Still meddling but at the mo I have static height at around 5.000 and static pitch -3.060 the minus gives nose pitch down still fiddling and fine tuning so you may want to hold on a while

static_pitch = -3.060
static_cg_height= 5.000