Anyway, back on topic. Please devs consider these changes in your next update, after all realism is the main purpose of a simulator, especially when it’s relatively easy to implement . You can ignore the debated bits, like fpm change when gears down (which I’m still pretty sure about), until more research is done into them.
Posts made by SCU316
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RE: A few more HUD inaccuracies.
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RE: A few more HUD inaccuracies.
I’m pretty sure the fifth thing you mention (FPM snapping to gun cross) is not tied to NWS engage/disengage but to a certain (ground?) speed being sensed by the INS/EGI. Not sure what the exact value is though, might be different for different blocks/tapes
Interesting note, seems pretty much like how it’s modelled in DCS’s A-10C. You’re probably right about that.
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RE: A few more HUD inaccuracies.
Yes he does pull it up to 4, but that’s after the gears are down and locked & the airspeed drops quite a bit resulting in flight path decline which I’m not denying… I’m only stating the 2ish seconds period when the FPM rises, which isn’t modelled in game.
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RE: A few more HUD inaccuracies.
Heya Blu3wolf, still in the argumentative spirit eh :P. Well lets just say I am as well, we’re just not seeing this the same way, hehe.
In the dutch vid the plane was slightly above 5° (about 6°’s), when pitching down he got down to about 1° or slightly above. 2nd vid it kinda doesn’t move, but the pilot pitches down a couple of degrees. 3rd it can’t be a coincidence in the 3-4+ times he lowers the gears each time the fpm goes up. I have loads of other HUD tapes that show this behaviour, those 3 were just an example. -
RE: A few more HUD inaccuracies.
Bump! I’ve updated the post to make it more readable and more organised and also added one more point. Congratulations everyone and BMS team on the deal with Tommo! :).
I’m a bit sad my notes on the HUD were not implemented in the update though I hope you guys do consider these on your to do list. -
RE: 4.33.1 will release shortly: what you need to know and how to be prepared
Congratulations on the deal. I’d like to comment on the update & fixes part of this announcement, please don’t forget about these: https://www.benchmarksims.org/forum/showthread.php?23825-A-few-more-HUD-inaccuracies&p=341737#post341737
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RE: A few more HUD inaccuracies.
I’m describing the brief state mainly as well :P. The steady state needs more studies/calculations than simply noticing behaviour on HUD tapes, which would need a lot more time and more knowledge than I have obviously ;).
Summary: Pilot lowers the gear handle: Velocity Vector Rises up in a matter of one or two seconds. -
RE: A few more HUD inaccuracies.
just watch the videos at the times I linked to see what I mean: gears down above 225 or so knots, the FPM/Meatball/VV rises up.
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RE: A few more HUD inaccuracies.
Well by nose I mean the movement of the nose of the aircraft…
If you see the nose raise during LG extension below 240 knots, that proves that the change in nose position is not due to the TEFs, as they dont get extended any further when the gear are extended below 240 knots.Nope, I meant, and always have, that the FPM position changes with gears down, and not the nose ;).
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RE: A few more HUD inaccuracies.
I’m now getting confused by what you mean by “nose”. If by nose you mean the FPM and not the Gun cross, then I don’t understand how the FPM moves due to FLCS programming & not due to the actual change in the Flight Path of the jet.
(Minutes, Seconds linked), which I’m assuming is an American F-16, but I have no clue if it’s CCIP upgraded.
Also the behaviour in the Dutch jet also happens in this one -
RE: A few more HUD inaccuracies.
I’d say a bit lower than 240, the dutch F-16 got the FPM up behaviour still when he lowered gears at ~233 knots or so. But yeah it does seem the FPM remains neutral when gears are downed at lower speeds.
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RE: A few more HUD inaccuracies.
I can’t tell you, that’s something a bms programmer or dev knows. I don’t know what causes the behaviour exactly
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RE: A few more HUD inaccuracies.
I can’t say I am sure… I am not an engineer of f-16 huds… but common sense would say that the very hud the pilot sees and the one projected over the video tapes come from the same source… This will need confirmation.
@Fenrir:Could it be that gear drag is on/off and the flaps increase with the angle? Or perhaps that is what you wrote?
The flaps extend to max angle afaik… if I understood you correctly
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RE: A few more HUD inaccuracies.
What is incorrect is the transient forces on the aircraft during the gear movements.
Or that.
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RE: A few more HUD inaccuracies.
gears down, loses lots of airspeed but still the FPM goes upwards almost stacking with the gun cross, instead of downwards like in the sim.
Note that after a few seconds as his airspeed keeps decreasing his FPM starts to go downwards again, it’s just higher than it would be without flaps at the same airspeed. Flaps down lift is modeled in BMS, I’m just saying it isn’t enough to be realistic or the gears drag is too high. I’m not sure which.
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RE: A few more HUD inaccuracies.
Its not real clear what you want changed about the flaperons? In BMS, lowering the gear DOES lower the flaperons.
Oh I thought I was obvious… In the sim, when you lower the gear your FPM goes down meaning you are losing lift (airspeed), I guess it was modeled with the assumption that the gears has more lift spoiling drag/deceleration than the flaperons have lift, but according to HUD tapes the opposite is true. It’s also obvious in the incentive ride video: gears down, loses lots of airspeed but still the FPM goes upwards almost stacking with the gun cross, instead of downwards like in the sim. (
)What I’m saying that should happen is that flaps should add more lift, or just simply make the FPM go up instead of down.
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RE: A few more HUD inaccuracies.
What about the altitude of locked airborn targets in the HUD?
Radar locks I can’t comment on, since they aren’t of the basic intuitive sort of difference like the roll indicator and fpm. I might need to have a look at different radar locks in different blocks too when I have the time.
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RE: A few more HUD inaccuracies.
I just discovered where exactly in the HUD in real life does the FPM gets crossed out, there is this amazing feature where the HUD symbology get “zoomed out” in the tapes when the HUD is in LANTIRN mode in a night mission:
The quality is low, so is the fps of the video, but it’s obvious where the limits of the FPM actually are. This is from desert storm 1990/1991, a real combat operations video… The block is most probably block 40 since it was the LANTIRN capable block in the 4th TFS at that time (it’s the block which Keith Rosenkranz flew, these videos are of his flights, you can even hear him say his tail number in the vids ;)), but it’s my opinion that these are HUD standards present in all blocks. Someone more knowledgeable than me did actually confirm that.
Link:
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RE: Arty Particle System Modifications…
Ah cheers then mate… so I guess other people were having this error too?
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RE: Arty Particle System Modifications…
I don’t have the arty folder in patches, in fact the patches folder is empty for me.
But the exe tells me exactly the path you said: D:\Games\Flight Sims\Falcon BMS\The Game\Falcon BMS 4.33\Launcher.exe (copy pasted from the exe)
I’ve just tried to redownload and reinstall and getting the same error. Should I have the arty folder by default?