F-15E Hole in the Rear of the Cockpit (Workaround)
-
Hi All:
I was watching a Jojcib on Youtube flying the F-15E and I noticed when he checked his six, there wasn’t a great big hole in the rear of the cockpit.
This morning I turned off natural head movement in the setup and eureka, no more hole and no more head poking through the canopy. I’m stoked!
I wonder if there is a way to allow but limit natural head movement for all planes and-or certain planes?
Sorry if there’s another thread on this, the forum’s search function god wasn’t kind to me.
-
I only dislike how much it limits the view in the Hornet and other aircraft. Doesn’t seem to effect the F16 so much though. I still find the view more limited compared to when I got to sit in the Viper. Hope the Strike Eagle gets some love next
-
+1
-
Yeah it would be nice for the Mudhen to get some attention. It’s not in too bad a shape considering some of the other pits, I mostly was being drove crazy by the hole. However, I do worry that the flight model is a bit wrong because it seems to me it should be able to keep it’s energy up a bit better at Angels 20 and in Cat I.
Luckily today, we can listen to some F-15E pilots and maybe they will have some insight for us regarding performance. What a great F-15E day for me. The cockpit hole fixed, a podcast on one of my all time favorite birds!
-
I would just like to have the HUD and the whole in the back fixed. We get that done it would be awesome. And for LANTIRN FLIR to be projected in the HUD
-
There really is a quite a bit there to tweak. I would think that bringing up the RWR page shouldn’t take away your direct access OSB buttons. The artwork in the cockpit is tons better than anything I could do but I think it needs some texture work to look a bit more real. Etc. Etc. So yeah it would be awesome for the E fans if it got some love.
-
There really is a quite a bit there to tweak. I would think that bringing up the RWR page shouldn’t take away your direct access OSB buttons. The artwork in the cockpit is tons better than anything I could do but I think it needs some texture work to look a bit more real. Etc. Etc. So yeah it would be awesome for the E fans if it got some love.
I always believe in “putting your money where your mouth is” so I would like to personally like to learn how to complete models so I can do my part in helping this community. Got a lot of learning and reading to do but now that everything is shut down maybe I can learn some stuff. Anything to get the Strike Eagle updated and help out the community
I don’t mind the external or internal textures. Only thing that bugs me and stops me from playing it is 1. The HUD (shape is wrong) 2. How to get the HUD info to proper size (not just small in the middle, +FLIR), 3. Hole in the back, 4. Stores placement is wonky (TGP is on the left wing store) 5. Flight Model (wonky on the ground and landing)
I mean no disrespect to those who worked on the model but I would love to take what they have and
improve upon it. Hoping to learn how to do that soon! -
Me too, but I’ve had little luck in figuring out the LOD editor and how to go about it. I have tinkered around in Blender and version 2.8 is a major improvement and much more professional as I understand it. I’d love to get my hands on the model and take a stab at fixing a thing or two. In addition to what you point out, the wetcompass and the canopy doesn’t quite align with the fuselage. I think that’d not be too difficult once a fellow has a basic handle on how it all comes together.
I also think the pilot may be sitting a little too far forward because the FOV isn’t anywhere close to the FOV in the Falcon.
So if you come across any good source materials please post here.
P.S. And I agree, kudos to those that have got us to this point.
-
There are FM shortfalls, but not in the way you are hoping for. In some aspects, the E is overpowered. It’s a pretty big slug in real life and doesn’t really mirror it’s C counterpart due to the weight/added drag. It also isn’t going to react quite the same as it’s real life model just due to the fact that CAS works a lot differently than the -16 FLCS.
I started to mess with adjusting some of the stuff last summer, but really haven’t dedicated any time to it since.
https://www.benchmarksims.org/forum/showthread.php?37010-F-15E-220-229-Improvement-Project
Although I have plenty of performance data for both models, I’m not really smart enough to go down the road of messing with the FM data and drag tables.
-
There are FM shortfalls…
I really wish the BMS team would start producing training videos on how to do all of this stuff. Partner up with others with the time and energy needed to teach and develop training regiments for willing volunteers. Pick from talented students those to directly mentor under the condition that the graduate student teaches other students. I mean if the real world has programs to train its pilots, technicians, and engineers and that ends up in things getting done and expanding the talent pool…
Then a ton of these improvement projects would get done I’d guess within a year from the first courses being opened. Say the student gets say the F117A cockpit and FM to 88% done with the help of the grad student. The grad student checks it out and gets it to 96%. Then it’s turned over to the vested BMS Team to solve the last 4%.
I have been of the opinion (for many a year now) that the devs think talent should proceed enthusiasm. I think that mindset – if you will – it’s leaving a lot wheat in the field to rot on the stem. It’s a shame.
Farmers that only hire their equals aren’t going to have a lot of farm hands.