Very small HUD problem that's been nagging me for a while.
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The roll indicator at the bottom of the HUD in the simulator as compared to real life HUD tapes (of which I can’t confirm which block/country the aircraft including them is) is slightly higher in the HUD. This causes a bit of clutter when having high(er) AOA like when landing.
Comparison between one real HUD tape and a block 50 F-16CM in the sim (btw I don’t know what the M in F-16CM stands for in 4.33 :P):
Why it’s better to have its position like the real jet (at least what I understand generally from hud tapes):
If I was doing that same approach in the sim like in the pic above, the indicator would be located in or about the region of the velocity vector.
Link to video from which I got the pictures:
Edit: you can add this as a feature in the new avionics editor, you can take your time if you’re going to do it, no haste at all :).
Disclaimer: I am not in anyway suggesting that I’m an expert on the F-16 or jets in general, matter of fact I’m only a puny beginner, I’m just pointing out this problem the way I understand it. If the way the HUD indicator is located in the sim realistic and I had it totally misunderstood, then completely ignore this thread :).
Also I’m not at all pointing any fingers or trying to insult the AWESOME developers of this AWESOME game, I’m only pointing out a minor problem that in my mind, if fixed, would add more to the realism and convenience of this sim :).
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Interesting, Noted.
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SCU316, well introduced!
Thank you for your post.
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The M is an indicator as to which version of F-16 it is. F-16C doesnt really narrow things down very much you see. F-16CM is an F-16 block 40/42/50/52 which has had the CCIP upgrade applied to it. 4.32 sort of simulated an F-16CG, which as the letter suggests is an older version. Block 50/52 aircraft were CG models when they were first produced I believe.
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Thanks for the info, also there are a couple more minor hud related stuff I’ve noticed in the tapes. One’s about the roll indicator also (man I’m really obsessed with that thing :P), when the pilot rolls more than the maximum the indicator is allowed to go to (45 degrees was it?), the caret stays at that maximum point (slightly beyond) and doesn’t disappear like in the sim, can be useful for awareness and avoiding disorientation … this feature is there in all the HUD tapes I watched including the one I linked above, might be worth looking at, while we’re at it. Also in the same video (and others too), apparently when the pilot disables nosewheel steering (like in takeoff), the gun cross which represents the nose & the FPM are “unlinked”, so to speak, in the yaw component. The vice versa occurs when landing when the pilot enables nosewheel steering where the FPM instantly gets bellow the gun cross ( not obvious in the video above, but it is in others) if you understand what I mean. I think this is partly simulated in the sim, gonna have to try it in a bit to confirm it.
And I’m still wondering why the pilot in the video has master arm on when it’s only a demo lol.
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The M is an indicator as to which version of F-16 it is. F-16C doesnt really narrow things down very much you see. F-16CM is an F-16 block 40/42/50/52 which has had the CCIP upgrade applied to it. 4.32 sort of simulated an F-16CG, which as the letter suggests is an older version. Block 50/52 aircraft were CG models when they were first produced I believe.
Block 50/52 F-16s were F-16CJs. F-16CGs would be block 40/42 versions.
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IIRC the bird on the vid is the first F-16 Block 52 of HAF PXIII order, some weeks before the official delivery to Greece. It was used by a then LM test pilot to perform a demo flight for some officials. Again IIRC the master arm is on because it was using smoke pods, thus to enable smoke (again not sure about this one, have no clue if smoke pods need master arm or an extra panel/switch attached to the pit glares somewhere).
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I’ve tested and found that triggering nosewheel steering makes no difference in game, but 4.33 made it so that when you touch down you don’t instantly wobble the gun cross towards the velocity vector, which is realistic and a really cool feature. When the gun cross and the VV meet they become linked in yaw, unrelated to noswheel steering state, but that’s what I noticed at least.
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(again not sure about this one, have no clue if smoke pods need master arm or an extra panel/switch attached to the pit glares somewhere).
Actually they apparently don’t. In this vid
at about 12 seconds mark pilot says “smoke is on” while he doesn’t have ARM on. Which makes the other video’s master arm state an interesting mystery.