F-15 Strike Eagle (C, D, E & I) Official Community Mod

Has anyone had an issue with flap deployment in V1.6?

Raised flaps after takeoff and then did some low level max G turns. On final, couldn’t lower the flaps. Only once I touched down, I was able to lower them for some reason. Is this due to the auto retractable flaps feature? Does it work in reverse, where they won’t deploy if over a certain speed?

Other than that so far so good :slightly_smiling_face:

@IronEagle2021 Could be wrong, but I think you have to be under 250kts to deploy flaps with how its set up right now.

Yeah, we have tried to implement this:

However, if you find it excessive we can raise the limit.

there’s a thread here from people complaining about the same but i don’t know if it’s related.

Why why can I not capture a LOC (ILS Approach) - Default Aircraft / Airliners - Microsoft Flight Simulator Forums

I have tried to tune glideslope’s pid values, but whatever i do, i get same result.

Even tried the t45c and happens the same:

I don’t mean to criticize the t45c with this, I just think there is a general problem.

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Bingo. There was another fun (subscription) product related to MSFS where the creators concentrated too much on realism based on the input of a few - the fun disappeared, as did many of the subscribers.

Keep it fun.

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Which one do you mean?

Which one is it?

Did some of the updates break the plane, or rather an older release of the mod?

I was cruising around in the F-22 along the southern European coast, I ran into CodenameJack447, tried some plane chasing, crashed for whatever reason, switched to the F-15, which also flew like ■■■■, e.g. having a hard time doing a loop or generally any sort of tight turns. :expressionless:

Seemed odd, because I had an easier time with that sort of tomfoolery in the past.

–edit:
Actually nevermind, trying to update the mod, turned out it wasn’t installed. I guess I deleted it trying to track down some performance issues.

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That was what I was checking when you joined me in Almeria, if anything has changed due to the Asobo update. Maybe yes, although it may be placebo, I’m not sure … applying full stick I have been able to reach AOA 32, when before I could not pass AOA25 … it may be a good thing.

I’m not even sure what happened. In retrospect, the F-22 flew weirdly, too, also couldn’t perform a loop. When I restarted the game to install the mod, both the F-15 and F-22, either not being able to loop, suddenly did fine. Considering I was flying for a while (coming up from West Africa, stop and go at Gibraltar), it seems like the game got into a weird mode that was fixed by a restart. Not sure if that’s a good sign.

–edit: On the same notion, I wonder if the F-22 improved by installing the F-15 mod, e.g. cross-mod pollution. Something like this can apparently happen. Installing the Airbus H135 mod breaks the HUD in the 787 over here.

I don’t think so, the f-22 mod doesn’t share common files or templates with the f-15. Maybe the H135 is making direct modifications to the Asobo 737 nav system’s templates and that is why it could be affecting its HUD.

The flaps autoretract feature has never worked for me. Is there a cockpit switch I need to activate to enable this?

Hello @CertainBinkie25:

No, they should retract at 250kts automatically. In fact, if you try to extend them above 250kts, they should autoretract. Be sure you are using the 1.16 version.

Btw, are you using the Justflight version or marketplace version?

I’m using Just Flight version. I can deploy flaps above 250 knots and they stay deployed. I know in other downloads there has been a .pln that had to be changed to .rar. I didn’t do this here because there was no .pln for 1.16. I do have 1.16 in my Community folder.

Let’s see, the pln thing was because the mod was uploaded here directly in the forums, but it was expressly forbidden by the forum moderators, so we use github instead. As for the latest version, I am checking that the script is included. I’m testing it and it works perfectly for me. I couldn’t tell you what could be happening in your case.

you always have to make sure that in the community folder there are only the dcdesigns-aircraft-f15 folder, and our mod just below it, dcdesigns-aircraft-f15_v1.0.1_rev_1.16-main. Make sure there are no previous versions. Of course you can have other planes or mods that have nothing to do with the base product and the mod.

We will publish version 1.17 shortly, but to serve as an example. When you unzip a mod, the content structure of the folder must be as follows, that is, there cannot be a subdirectory with the same name:

It is the same explanation that SeverusAviation has given but a photo is worth a thousand words (especially when my English fails a bit).

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Good afternoon folks, we may be in Easter, but we do not rest so let’s go there with another update!

F-15 (C/D/E/I) Official Community Mod v.1.17 update

List of changes:

Corrections in airplane geometry.
Corrections in Aerodynamics (Mach tables and such)
Improved Cockpit overall framerate.

Airplane Geometry:

As the E / I models use conformal tanks and the C / D models do not, the diameter of the fuselages has been corrected to match real life, with the consequent increase in drag that the E / I models produce with respect to the C / D. The flight model behavior will be more different between them, however due to the thrust of the pw 200-229 engines compared to the 100-200, the increase in drag in E / I will be compensated by that higher power.

The horizontal and vertical stabilizers areas have been revised again, as well as the elasticity vs. dynamic pressure tables have been further revised too, to further define the actual behavior of the aircraft at different speeds and altitudes.

Aerodynamics:

Minor revision of the aerodynamics has been done to enable some Mach tables that were not working properly, as well as a revision of the elasticity of the control elements (elevator, aileron and rudder). Consequently, you will notice how the rudder has more authority, in addition to being possible to make step turns up to 30 AOA degrees, however you run the risk of entering stall at full stick as in real life so it is important to do more controlled maneuvers.

Cockpit:

Finally, we have managed to improve the performance of framerate up to 30% in cockpit depending on the hardware. This has been done by correcting the internal resolution of both the HUD and the MFD’s, due to this you will notice a positive change without loss of quality. We hope you like it.

Instructions: just unzip the folder included in the zip into your community folder. Remove any previous mod you could have before. Official product and mod version must coexist into community folder this way:

image

When you unzip a mod, the content structure of the folder must be as follows, that is, there cannot be a subdirectory with the same name:

That’s all, as always we hope you enjoy it! Any issue, let us know.

Release v1.17 · F-15-C-D-E-I-Official-Community-Mod/dcdesigns-aircraft-f15_v1.0.1_rev_1.17 (github.com)

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Thanks Severus/Jack. You nailed the cause of the problem. All is good. I’ll get v17 right for sure!

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Hi all,

Thanks for this new mod, I really feels that the aircraft stay strange in manoeuvrability, it’s better than the 1.16 version but it is always strange.

What I think, about manoeuvrability, the speed decrease too much when we turn with the aircraft, for example, close to the sea level, when the speed is about 800 knots, for doing a looping, you’re close to stall at the top of it… That was only my thoughts and I’m not an expert.

But the model flight seem better in this version (1.17).

Many thanks for the team who works on it.

Hope I’m understable

Hi guys,

I’ve been following this post for a while now and I’m deciding to purchase the F-15 from the marketplace. Would this “mod” still work when inputted it into the community folder or would I need to do a few other things?

If it is ‘better’ to buy it on Just flight then I can but I’d like it from the marketplace as then it can be easily downloaded at any time.