BMS Other Fighters Mafia (BMSOFM) Journal
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Before I go play with the Tomcat and EF-18, here’s a “bonus tweak” I share with a bit of trepidation. You, see, I am fully aware that a lot of people in BMS want the jets as real as possible. I fully respect that. I, however, take a “what if” approach. So I offer the following option as an example…
The RL Bug uses the F404 engines. The Rhino uses the higher thrust F414. The 2 engines have the same physical footprint. They’re not used in the Bug for budgetary reasons and obviously that the Rhino is serving. But, I got to thinking a) is it doable in BMS, and b)what the effect would be.
The answers are yes, and really cool.
Procedure 1) go to 4.35>Data>Sim>acdata> f18e and copy the thrust data#-#-----------------------------------------------------
THRST1 - THRUST AT IDLE (THROTL = 0.00)
#-----------------------------------------------------
Alt: 0
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#-----------------------------------------------------THRST2 - THRUST AT MIL POWER (THROTL = 1.00)
#-----------------------------------------------------
Alt: 0
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#-----------------------------------------------------THRST3 - THRUST AT FULL AB (THROTL = 1.05)
#-----------------------------------------------------
Alt: 0
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#---------------------
Step 2- go to f18c, delete it’s thrust data, and paste the above.
This has been fully tested in’pit -
Today’s update: As mentioned in Post 178, the Rhino is shaping up. The 'pit is working like the “Mod 2” Bug. There are a couple of notes…
- There are a few things left to do.a) The Launch Bar works for launch but not visually.
b) The AAR probe works but again the visual modeling is off.
c) The SmS page in Nav mode is skewed.
Unfortunately, I’m very weak in working with “visual” issues-skins, LOD,working with dds, etc. .I’ll do the work is someone will teach me how! - I don’t know if you would call this a bug in the Rhino or not, but it’s take-off trim action is different then the Legacy. It’s like the jet spawns with TOT already set. So, if you do the procedure as in the Bug(hold TOT button for a 4-count) , the jet tends to overcorrect upon launch. The RL F-18E uses more developed autotrim then the Legacy. I wonder if that’s it. Anyway, try taking off without the TOT set.
- With many thanks to Oakdesign, https://www.benchmarksims.org/forum/showthread.php?40916-Checklists-and-AIP-Docs-converted-to-png-for-use-with-4-35-kneeboard-and-WDP for giving me the idea…I have converted the F-18 checklist to png for use in the new WDP kneeboards. They’re in my Mediafire link in my signature
- There are a few things left to do.a) The Launch Bar works for launch but not visually.
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Good Day, All,
Quick U1 update: I’ve been notified that our changes were not incorporated into U1, but the good news that I have found no problems with our stuff and the update. -
Good Day, All,
I did some “housecleaning” with UI, moving BMS to my larger HD, and took the opportunity to test the best ways to install our Project Bug Mods. I haven’t tested on Korea 2012 ans/or Loriks’s campaigns (thats tonight ) but it has been tested in KTO and Balkans…
Step 1a) IF you want to add HTS and the F414 engine mod (see post 180),
go to 4.35>data>your campaign or skip for KTO>sim>acdata and replace the f18c.dat with the dat that’s in the Mafia Files Mediafire in my signature.
1b) For the F-18 E or F, simply go to their acdata file and change the HTS value from zero to one
Step2a ) Bug cockpit- go to 4.35>data>art >ckptart and replace the 1799 file with the one in the Mafia Files.
2B) Rhino 'pit.- go to the 1958 ( F18E),1959(f18F),and/or ea-18 folders>3dckpit.dat file and change the pilot leg model to 1913
Then, replace the Rhino/Growler ckptart>3dbutton.dat with the Mod 2 , also in the Mefia Files
The Mod 2 will also work, with a bit a tweaking ,in the other Hornet variants. See post 178, using the EF-18M as an example.
ps: this post, and the F414 mod, are being added to the Manual as we speak… -
Good Day, All,
I did some “housecleaning” with UI, moving BMS to my larger HD, and took the opportunity to test the best ways to install our Project Bug Mods. I haven’t tested on Korea 2012 ans/or Loriks’s campaigns (thats tonight ) but it has been tested in KTO and Balkans…
Step 1a) IF you want to add HTS and the F414 engine mod (see post 180),
go to 4.35>data>your campaign or skip for KTO>sim>acdata and replace the f18c.dat with the dat that’s in the Mafia Files Mediafire in my signature.
1b) For the F-18 E or F, simply go to their acdata file and change the HTS value from zero to one
Step2a ) Bug cockpit- go to 4.35>data>art >ckptart and replace the 1799 file with the one in the Mafia Files.
2B) Rhino 'pit.- go to the 1958 ( F18E),1959(f18F),and/or ea-18 folders>3dckpit.dat file and change the pilot leg model to 1913
Then, replace the Rhino/Growler ckptart>3dbutton.dat with the Mod 2 , also in the Mefia Files
The Mod 2 will also work, with a bit a tweaking ,in the other Hornet variants. See post 178, using the EF-18M as an example.
ps: this post, and the F414 mod, are being added to the Manual as we speak…what about fuel consumption with the F414? actually the bug is a fuel eater
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With “clean” 435, both Bug and SuperBug fuel flow are pretty accurate.
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what about fuel consumption with the F414? actually the bug is a fuel eater
Hi, Guys,
Topolo, I agree. In fact, IMHO, I think the Bug and Rhino flight models are pretty darn good. The Devs laid a good foundation.
Seb,
This is actually something I’ve looked at. What would happen if it was done in real life? I ran into the fact that there are a LOT of variables. You have the same physical size but higher thrust engines in a smaller/lighter airframe. On the other hand, the Rhino has 33% more fuel internally. Then there’s the Rhino drag penalty from the canted wing pylons. Basically, Compadre, what I’m saying is I’m NOT an aeronautical engineer!
Inside BMS, things get a bit murkier still. The Rhino acdata does not have the fuel flow data the Bug does. We knew the Rhino flight model was not as developed as the Bug, so that’s expected. The Fuel data both acdata’s do contain is fuelflowfactornormal (0.500/0.853 for c/E models) and fuelflowfactorAB (1.170/1.850). So, yes the values are higher, but again, it’s in a larger plane.
I didn’t want to mess up the jet, so what I copy/pasted to the Bug acdata was the 414 thrust values only (at idle/mid/AB.) BTW, don’t forget to delete the old Bug thrust values.
I can tell you that in the jet fuel range with the 414 seems even better then with the 404. Possibly because you don’t have to hold as high a throttle setting. So, the short answer is -If you do the 414 mod it won’t kill your range, and the jet is more fun to fly… -
This baby was opened back in January: https://bmsbugs.blu3wolf.com/view.php?id=31&nbn=4#bugnotes
Can someone confirm for me if this was fixed in U1, or if its still open?
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This baby was opened back in January: https://bmsbugs.blu3wolf.com/view.php?id=31&nbn=4#bugnotes
Can someone confirm for me if this was fixed in U1, or if its still open?
Hi,Blu,
As far as I know, it hasn’t been resolved. -
Good Day, All,
I’ve been asked to check out the F-14 cockpit in Korea 2012. I took a look at the Tomcat and the flight model is good, the jet is fun, but the 'pit was sad. I don’t have the database , or skills, to make the real 'pit, work. However, I was able to get the Mod 2 Hornet cockpit( the one we’ve made all the changes to) set up in the F-14.
You’re invited to check out the Mafia Files in the Mediafire in my Signature. That folder replaces the original ckptart>F-14D folder. I recommend backup up the original, first. Many thanks to Crazyjap , from the 4.33 days, for getting me on the right path.
How to do it in other jets….- go to the 4.35>data> your theater>art>ckptart>your jet’s folder and copy the 1-2 lines of wings model.
Ex; Tomcat- cockpitwingsmodel 1386; // the 3d cockpit wings model
cockpitwingsdfmodel 1386; // the dogfight wings variant - Move the Mod 2 files to your jet, delete it’s wing modeling above, and paste in your jet’s.
What you’ll end up with is a fully functional F-18 pit in your jet.
- go to the 4.35>data> your theater>art>ckptart>your jet’s folder and copy the 1-2 lines of wings model.
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Hi, Guys,
Topolo, I agree. In fact, IMHO, I think the Bug and Rhino flight models are pretty darn good. The Devs laid a good foundation.
Seb,
This is actually something I’ve looked at. What would happen if it was done in real life? I ran into the fact that there are a LOT of variables. You have the same physical size but higher thrust engines in a smaller/lighter airframe. On the other hand, the Rhino has 33% more fuel internally. Then there’s the Rhino drag penalty from the canted wing pylons. Basically, Compadre, what I’m saying is I’m NOT an aeronautical engineer!
Inside BMS, things get a bit murkier still. The Rhino acdata does not have the fuel flow data the Bug does. We knew the Rhino flight model was not as developed as the Bug, so that’s expected. The Fuel data both acdata’s do contain is fuelflowfactornormal (0.500/0.853 for c/E models) and fuelflowfactorAB (1.170/1.850). So, yes the values are higher, but again, it’s in a larger plane.
I didn’t want to mess up the jet, so what I copy/pasted to the Bug acdata was the 414 thrust values only (at idle/mid/AB.) BTW, don’t forget to delete the old Bug thrust values.
I can tell you that in the jet fuel range with the 414 seems even better then with the 404. Possibly because you don’t have to hold as high a throttle setting. So, the short answer is -If you do the 414 mod it won’t kill your range, and the jet is more fun to fly…The bug is so beatiful and is so good flying, i agree with you, thanks for you reply
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Hi, Seb, glad you like it!
All,
I have a question for the Group… I was taking a look at the F-35 last night. The 'pit is pretty good, but things like JFS seem to be missing. I’m torn between putting the full Mod 2 pit in or tweaking the cool/futuristic f-35 pit. What do you think? Btw, does anyone know which ckptart folders are the F-35 ones? 1890,2017,3122,3127,and 3132 are the ones that are no labeled somewhere.
Joe -
Good Day, All,
I’ve been asked to check out the F-14 cockpit in Korea 2012. I took a look at the Tomcat and the flight model is good, the jet is fun, but the 'pit was sad. I don’t have the database , or skills, to make the real 'pit, work. However, I was able to get the Mod 2 Hornet cockpit( the one we’ve made all the changes to) set up in the F-14.Guess what, dear Brother?
That’s not “Better this than nothing.”, it’s truly great instead! And a smart idea, too.
With best compliments and regards.
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Hi, Seb, glad you like it!
All,
I have a question for the Group… I was taking a look at the F-35 last night. The 'pit is pretty good, but things like JFS seem to be missing. I’m torn between putting the full Mod 2 pit in or tweaking the cool/futuristic f-35 pit. What do you think? Btw, does anyone know which ckptart folders are the F-35 ones? 1890,2017,3122,3127,and 3132 are the ones that are no labeled somewhere.
JoeDear Joe,
my one cent here would be: go for the second one, if possible.
About your question, just to make it short and fast (and not becasue I’m as lazy as my usual :D): have you already tried with… hhmmm, seeking those within that MC perhaps?
Good luck!
With best regards,
Gianni.
-
As I haven’t seen that mentioned in the thread so far.
I went with a Mirage user through the process of adding or checking hotspots in the Mirage pit as he was missing the JFS and canopy hotspot.
1. he wasn’t aware of the set g_b3DClickableCockpitDebug 1 option in the falcon bms.cfg file in order to show the click hotspots and the size boxes.
2. that the hotspot was existing but didn’t show up or was clickable because old callbacks were still assinged in the 3d buttons.dat -
Hi, Guys,
Gianni, in all seriousness it means a lot when someone who’s been around awhile enjoys what I’m trying to do here. I know it sounds very corny, but BMS has given me a lot over the years. This is my payback…
Getting back to business- Thanks to a pm I just got, I now know how to find ckpitart folders that aren’t labeled. The F-36 c is 3113. BTW, I’ll be updating the Manual with this, how to load the Mods 2 pit in other jets, and what I find out about tweaking the Panther. Speaking of which, I’ve decided to try to tweak the existing Panther 'pit. If it blows up at least will have the Mod 2 Bug pit as backup
Which brings us to you, Oak. Thx.I was of the clickablecockpitdebug trick, guess what I’m playing with tonight? My trouble with CCDebug is I don’t know (yet,hopefully) how to generate the spatial coordinates. to make my own hotspots. That will be Project Phase 1 tonight. That’s what I would really like to accomplish. If I can’t figure that out , I noticed that the F-35 'pit has a number of hotspots doing things like changing mfd displays, and such. So, I can reassign these known hotspots to things like jfs, for example.
Quick update before really diving in. I plugged cockpitlegsmodel 1913; into the existing 3113 3dckpit, and that leg model looks good in’pit. So, I should be able to get the kneeboards working, too -
Gianni, in all seriousness it means a lot when someone who’s been around awhile enjoys what I’m trying to do here. I know it sounds very corny, but BMS has given me a lot over the years. This is my payback…
Dear Joe,
couldn’t be more serious than this me too.
All what I wrote about you is only the Irespect due to all those guys (just like you) are sparing a piece of their free time, duties, family affairs and so on to contribute in making a flight simulation we love all better and better.I’m not to forget this also, and I’m precisely underlining it instead: and all always for free!
It’s our pride. We all understand until so well what I mean.This premitted as it’s due, I dare to beg all of you, far and far more expert than I may ever wish to become, to be always clear in your explainations, speaking especially about writing in plain those procedures we are supposed to follow carefully.
No one wish to ‘pork’ anything, I believe, but only to have fun more and more with our reference sim.
Please all always count in full on that few I am, and will be, able to do with at the purposes above.
With best regards, Brother (but I do prefer to call you Fratello, told this in my language).
Have a nice (and always safe, most of all!) day.Gianni.
-
Hi, Gianni,
I’m hardly an expert, but I consider that an advantage, at least in terms of showing and explaining things.
All,
Tonight I’ve made some progress with the F-35 'pit. JFS,parking brakes, landing lights, and kneeboards (4.35 hotspot issues) are all working. I just got done flying a F-35 mission, and the -35C is carrier capable T
The 'pit is still a WIP in terms of controls, displays, and hotspots.
Controls-. For those who haven’t flown the F-35, it has the same cockpit model as the F-22. That causes some issues, such as no wing fold or launch bar levers. I solved it by assigning them to HOTAS switches with keyboard backups. Gotta love the Alternate Launcher.
Displays, The pit has 2 normal mfds, a central display with a RWR page, one below that I guess is supposed an engine display(with 2 rpm gauges-remember-F-22 shared model), an upper right one with an kind of electric ADI, and a caution/warning panel upper left. The 2 mfds have completely normal function. The 2 central displays have the normal 20 osb’s around them with hotspots duplicating the mfds. I thought-cool-that’s 20 known hotspot locations that are spare for things with no controls like IFF, AVTR, etc. For some reason though, reassigning those hotspots hasn’t worked. The big issue display-wise is no HSI , backup flight gauges (how to set QNH-good question),and no engine/fuel gauges. I added HSI, fuel, and engine gauges to my basic MFDE display and tried another mission, but ctd’d almost immediately. I’m going to try again.
So, basically, the default Panther pit has potential. -
I’ve been working on a Helios touch screen profile for the Hornet. It’s a work in progress but makes flying the hornet so much easier in BMS
Helios F-18 Profile for BMS
Sent from my iPhone using Tapatalk
-
Wheelchock, that looks fantastic. That you can temporarily bring up the side panels is very smart. What size touchscreen do you use for that amount of instruments to be manageable ?
Come to think of it, you could actually build an entire cockpit outside the game that is different from what you have on the main monitor. So for instance, if some aircraft does not have a native cockpit but an F-16 cockpit in BMS 3D, then you could just show the HUD on the main monitor and have proper instruments in Helios. Of course, the callbacks still have to match but for prototyping new visuals for cockpit instruments this could be used