Top Mach Studios: Lockheed Martin F-22 Raptor

lift_coef_mach_table = 0:0, 0.5:0, 1:1

Try this. I’d prefer to keep the drag scalars set to 1 as changing them affects all the other tables that I’ve set. Still planning on tweaking the above table, but it should give you an idea of what I’m looking at.

lift_coef_mach_table = 0:0, 0.2:0.125, 0.3:0.125, 0.4:0.25, 0.5:0.5, 1:1

Flares really well at 135 knots with this. Let me know what you think.

Question for everyone. Should I make the pitch input(for Fly-By-Wire) on a curve instead of linear, or is everyone happy with where it’s at?

This new version is awesome. HUD looks great but the FPS boost overall and in the HUD is very welcome.

Pitch and roll both feel great. I have no idea how a nonlinear curve would feel, but if people want this they might be able do it on their joystick settings in MSFS. Not sure if making this nonlinear would double up and create any problems.

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The HUD upgrade really can’t be overstated. These last few weeks of changes have been huge.

Two bugs:

  1. Mentioned earlier. if you pause the game with ESC (not live pause), there will be a severe control input after coming back. This is super annoying as after maybe 5 minutes the input is so big you’re likely to crash.
  • WORKAROUND: Engage AP before hitting pause, or tap it a few times while trying to recover to get FBW to reset.
  1. I haven’t run this to the ground but I believe there is a (presumably FBW) bug where once you get the plane into some horrible situation (like a low speed stall/dive), pulling up and holding will eventually not do anything. If you quickly return the stick to neutral and then back again, it comes to life and pulls up. I’ve seen this a few times and it always seems to have to do with extreme attitudes, like the system is eventually confused and stops trying to issue max inputs in some direction. But again returning to neutral ‘fixes’ it and it then behaves as normal. So, not sure what this could be but something to keep in mind.
  2. (Just noticed this, after starting from ‘runway ready’ state… not sure which .flt…) Pitot heat wasn’t actually on. or simconnect thought it wasn’t on at least.

Repro for 2 is something like getting slowish and diving and then trying to recover. Sometimes it seems like it’s unrecoverable but it’s actually the plane isn’t commanding as much pitch as it could.

ok tried this one and the aircraft felt like a lead brick was extremely heavy on take off and had way to much momentum at landin with little or no float

the second one was ok but not exactly right either the take off was decent but the landing flare i believe would be to much and would most likely cause tons of crashes especially for inexperienced pilots so to speak .

as for the fbw im good where it is not sure how that would make things?

I thought I fixed #1. Added a check to see if the timer was greater than a second. If so, it would discard the error correction. I ended up working on the FBW all day today, so I’ll take a look at it. (Also the gauge api updates stop on pause so there’s no way for me to hook it, which is why I went with the timer approach)

#2 is related to angle of attack. Specifically the lift_coef_aoa_table in the flight model. I’m guessing you encountered it when FBW was off? There’s some type of bug(or my math isn’t right for the formula for that table) in which there’s a tradeoff between maneuverability and when the plane trips into something like a half-stall. If I lower the formula scalar, it decreases the likelihood that it will go into that half-stall, but then the aircraft performs like an airliner and is super sluggish and doesn’t maintain altitude.
#3 definitely have PitotHeat=True in runway.flt. Not sure why it’s not working. I’ll add it to the list of stuff to look at.

@danoupyours - I’ll tweak the table a little more and see what I can do.

Right now, I’ve totally broken the FBW trying to tweak it for high alt, so I may be working on that the rest of the day.

It seems like it’d be AOA, since I’ve also experienced that. But the ‘return to neutral and try again’ resulting in a huge increase must be just timed at when the AOA is recovering. It’s entirely possible.

It was FBW=on. I think you should already remove the switch now. FBW off will be a fun failure mode but is insane to bother with OFF now.

Did I mention the HUD is amazing? Between the flight path marker and the fps I can finally get my vertical speed closer to right at flare and not float.

no sweat i’m just giving feed back i have no time line . i cant program a tv but i have been in aviation for almost 25 years i fix the real ones when they break its always trial and error till you find the right fix.

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wing_area = 1550 ; Wing area S (SQUARE FEET)

this could be an issue
Wing Area . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 840 ft2 / 78.04 m2

http://www.dept.aoe.vt.edu/~mason/Mason_f/F22S06.pdf
the 11th slide gives a trove of information.

image

I think the flight path marker might only be valid for flaps 0 (deck angle?), and using flaps 2 the whole approach showed the FPM really really low. The above screenshots are hard to show since I decided too late to grab a screenshot, the fpm was way below like this all the way down. It looks like I’m unstable but actually it’s from reaching for print screen key.

Nonetheless this approach was great. I even used the A/T and had it hold 150kts which was a big help in focusing on stability. A/T should probably disconnect on the ground so this scenario works (realize this is way ahead).

If I’ve got all this right these are totally disconnected features:
FPM - Says where the plane is going (based on attitude/physics/whatever). This is all about where you’ve pointed the stick and where your momentum and inertia have you headed.
FD - guidance from AFCS based on the VOR. And is horrible in FS2020 right now.

Also, another FYI for everyone without extra indications. This plane has auto-spoilers. After every landing, you must manually toggle your spoilers (move the axis assigned and place back to retracted state). If you don’t do this the plane won’t fly well on after next takeoff.

The game counts the area between the wings(inside the fuselage) for some reason. If set to 840, the wings look like french fries.

The AoA goes up quite a bit when flaps are extended, so the disparity between the cursor and the FPM is going to increase. The FPM was calculated (Plane Pitch)-(AoA)=y and beta=x with the same scalars used for the attitude in the HUD. Have you tried landing using only the FPM and not the cursor? I’ve been doing touch and go’s like crazy doing that and haven’t had a problem.

The FD the only thing I changed was the SVG drawings, so it’s the same lame G3000 FD with a new skin.

it could also be the reason for extra float anyways is there a way to add wing tip chord or does it not register

@danoupyours I think a solution for floating could be to reduce the lift from the flaps and increase drag. I did one landing and I still floated it but I was able to land it like a normal plane by holding attitude and not ‘flying away’

lift_coef_flaps = 0 (from 0.75)
drag_coef_flaps = 0.2 (from 0.1)

lift_coef_mach_table = 0:0, 0.2:0.2, 0.3:0.2, 0.4:0.4, 0.5:0.5, 1:1
lift_coef_flaps = 0.75
drag_coef_flaps = 0.3

Seems pretty stable and predictable.

New update.

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HSI now in HUD along with ground speed, heading, and course. I’ll try to get it pushed out tonight.

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