OF mods: JanHas, realism patch?
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And for Each block separated details , IFF , RWR Antennas in intakes ASPIS pods e.t.c
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And for Each block separated details , IFF , RWR Antennas in intakes ASPIS pods e.t.c
“Geraki kicking in an open door…”
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12. A two stage landing light can not be done… correct me if I’m wrong…
I assume we are waiting a coder answer for that right?
Good to be mentioned here then, cockpit landing light switch has 3 positions: LANDING LIGHT (upper light on the nose landing gear bay door), OFF (obviously both off) and TAXI (the lower part of the lights on NLG). That’s for block 4x’s and beyond, lights had to move from MLG doors to the NLG due to LANTIRN pods corrupting the light beam. That NLG light assembly consists of 2 indipendent pairs of light enclosures (upper and lower), each with double light bulbs. The upper enclosure is angled 7 degrees minus gun cross to illuminate the landing area, while the lower is looking directly forward for taxi illumination.
At older blocks below 3x, the lights are positioned one on each MLG (actually part of the gear structure) with landing to be the left and taxi the right. Sounds not important but actually is in rl. One can see which light is on and know (based on sq SOP’s) if a plane on the ground is going to take of or just landed and going to park, or in the air if it is coming for landing or will perform a touch’n’go etc. Standard for rl comms-out ops.
On NLG: http://thumbs.dreamstime.com/thumblarge_305/1220141867E4S73T.jpg
On MLG: http://www.flickr.com/photos/landoni/2498113071/Apart that, would like to see modeled:
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Separate pilot helmets (simple HGU-55 vs HGU-55 with NVG mount/googles vs HGU-55 with JHMCS), should be coded to load from UI prior to ramp; http://dl.dropbox.com/u/7559899/86DF89W3J7/Helmets.jpg
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Cockpit ladder before startup, could also be installed/removed via tower commands; (i could add Remove Before Flight tags also here but most will consider this as a joke )
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Better modeled drag chute, perhaps moving arround a bit as in rl;
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IRIS-T & AIM-9X head sensors moving as per target lockon / JHMCS FOV position (similar to TGP new function) - some MASK coding will also be needed for sms to auto select the missile on the proper wing according to pilot’s JHMCS FOV…
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Pylon stores correct loading functionality: eg if i add only a missile on station 2, i want station 8 to be auto loaded with empty pylon. Same logic for the rest.
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Option (maybe in act dat file;) to select canopy color per block: Standard trasparent, photo gray, and golden, individually for front and rear part on single and two-seaters…
(damn Jan i am reading these and laughing myself, but just thought to mention them anyway for all ppl here!! :headb: )
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- Better modeled drag chute, perhaps moving arround a bit as in rl;
While you are talking about the drag chute, is there a posibility for:
- drag chute don’t sink into runway, regardless of AC AOA?
- drag chute stays longer before dropped?
Cheers,
LS -
…That’s for block 4x’s and beyond, lights had to move from MLG doors to the NLG due to LANTIRN pods corrupting the light beam…
At older blocks below 3x, the lights are positioned one on each MLG (actually part of the gear structure) with landing to be the left and taxi the right…question:
since Blk25~32 we have in sim (also apparently in rl) is already equipped with lantirn pods, should the lights still be at MLG, or moved to NLG instead?…
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question:
since Blk25~32 we have in sim (also apparently in rl) is already equipped with lantirn pods, should the lights still be at MLG, or moved to NLG instead?…
Depends,
USAF block 25, 30 and 32 still have Taxi and landing light on the MLG. AFAIK, they also can only carry AAQ-14 (25/30/32) and AAQ-28 (30/32). I think some are getting updated to AAQ-33 (blk 30/32) but I’m not sure. In either case they do no carry the AAQ-13.
Some block 20 were converted to carry the taxi/landing light on the NLG door. -
On NLG: http://thumbs.dreamstime.com/thumblarge_305/1220141867E4S73T.jpg
That is a block 52+ NLG right? That nose tire is so wide now on the new models.
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Depends,
USAF block 25, 30 and 32 still have Taxi and landing light on the MLG. AFAIK, they also can only carry AAQ-14 (25/30/32) and AAQ-28 (30/32). I think some are getting updated to AAQ-33 (blk 30/32) but I’m not sure. In either case they do no carry the AAQ-13.
Some block 20 were converted to carry the taxi/landing light on the NLG door.thnx for the info gas
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A model with light on the nose
http://www.162fw.ang.af.mil/shared/media/photodb/photos/101029-F-9244N-003.jpgNot the best pic but you can clearly see TGP installed and no light on the NLG door
http://www.162fw.ang.af.mil/shared/media/photodb/photos/110509-F-BV487-040.jpgI was wrong, here is a pic of block 25 with AAQ-33
http://www.f-16.net/gallery_item260925.html -
A model with light on the nose
Not the best pic but you can clearly see TGP installed and no light on the NLG door
I was wrong, here is a pic of block 25 with AAQ-33
As per your sig, you can see some interesting modifications specially on upgraded USAF, MLU and IAF birds.
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I know, every single one is different, cool
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That is a block 52+ NLG right? That nose tire is so wide now on the new models.
I think is an IAF F-16I Sufa (found the pic on the net), but generally yes, newer Blocks 5x and above got wider tires to support the 48000lb gross weight and 52000lb emergency max landing weight of the aft.
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AFAIK, 40/42/50/52 have same landing gear 52+ and 60 the nose is wider. Looks that way. Thanks
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All I can add is Janhas A GOD AMONGST US ALL…
Much KUDOS to you.
Looking forward to the release Jan.
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JanHas, sorry I have a cheeky request. Any chance you could redo the current F-16 fuel tanks so they’re a little less blocky?
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Just a painting idea…
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JanHas, sorry I have a cheeky request. Any chance you could redo the current F-16 fuel tanks so they’re a little less blocky?
Yup, I already took some measurements and a lot of photographs of both 300 and 370 gallon tanks during the Leeuwarden Air Force days. All pylons will be done too… I have to figure out how I can also implement the pylons with the flare buckets.
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Janhas will old skins be compatible with the new model?
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Please include all the external details in 3D (not just as texture) for:
1. All external lights.
2. Hook with DOF.
3. JFS doors with DOF.
4. All antennas.
5. Chocks not as part of the model.
6. Gun doors.
7. Air inlet that the engine fan can be seen rotating through.
8. All air data probes (static pitot, air data probe, AOA transmitters and total temperature probe).
9. Whatever is necessary for an effect of EPU gas vented from EPU exhaust pipe. Maybe by PS effect.
10. Anything else some of us see everyday on the RL jets and find missing when looking at the model…I’m sure code for that can be developed later.
If some measurements need to be researched, please let me know.Why you posting this nonsence? There is no plans to get chocks out of AC model, for other non exsitent DOFs Jan should contact devs (probably me) and i can reserve IDs for this and communicate what angles to expect. Please stop assume what code can be developed later we are very limited by man power.
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Janhas will old skins be compatible with the new model?
No, the new BMS engine handles a few large textures better then a lot of small ones. Plus, the current F-16 has some issues with the tail and horizontal stabilizers model so the old texture can’t even be used for the new F-16. The old texture will has details that are now modeled, so I - and anyone who would use the old skins - would have to remove them as well…