Top Mach Studios: Lockheed Martin F-22 Raptor

New Update. Only HUD design changes today.

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Haven’t tried these latest HUD changes yet but I’ve been mulling over this change after the last few updates.

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

I think the flaps drag could be too high. I hesitate to complain because this is the ultimate whack-a-mole game, but we went from floating too much, to needing 80% power on approach. I’ve got under the glideslope a few times and crashed at 100% power (which, is actually full afterburner if I understand right). This might well be correct/realistic as FBW in the real thing would still be fully active at low speeds, and make the plane feel however it should. I’m guessing the AT also never disengages and makes it possible to get low.

This is strictly speaking better than before, but I suspect these planes don’t require this much power on landing (and also, I have virtually no context for how it should be). It’s not clear to me if the flaps drag is too much of if the flaps lift is too little. There are obviously a bunch of other variables here. I’ve looked at some videos of raptors landing and can’t really ascertain any suggestion of how it “should be.” but this change resulted in worse low speed maneuverability (probably good actually, but less fun/easy) and a lot more power needed with flaps out. I’m also using only flaps 1 or 2, but none of the settings really seem to matter that much.

Just my 2 cents.

I agree there’s too much drag. I actually preferred it before I started messing with it. The lift coefficient can stay the same and should prevent float, but the drag can probably be lowered a bit and that should help. I’ll try to take a look at it over the weekend. Work has been running me ragged this week.
I could never get Asobo afterburners to work. I had to edit the thrust tables in the engine.cfg to emulate them.

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Took the drag coef down to 0.15 last night and it’s flying much better. There seems to be a bit of float again, but not at the level it was.

As far as how it should land, the flaps in the actual aircraft are fully automated with zero input from the pilot. I wouldn’t even know how to approach a system like that, and don’t really care to at this point. So really whatever we decide to do with them will not be inline with the actual aircraft, so we might as well set it up to give everyone the best experience.

Just finding out about this wonderful project today! Will be downloading for sure!

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Cool project. I’m a bit of a self-styled expert in flight dynamics, engines, etc… for FSX, Prepar3d, and now MSFS. I’ve got another project, I created and manage the mod for the Cessna Longitude which has almost 18k downloads on flightsim.to. I test flew your F-22 project. Very nice effort and looks like you’ve come a long way. If you’d like, I could help you with building up a nice flying F-22 flight dynamics file set that hits the numbers. If you’re interested, let me know.

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I’m interested. Just sent you a message.

If you haven’t seen it already, take note of the recently introduced issue with flap simulation:

And thanks for your fantastic effort on this F-22 so far. I look forward to seeing a canopy rendering added to feel more like you’re enclosed in the cockpit in VR.

Thank you. I heard there were new float problems with the new update. That explains the reason for it. I was playing with the flaps last night, so I’ll make sure and take it into account before the next release.

I haven’t forgotten. Working on bug fixes this weekend, but I’ll try to get something working for the canopy too.

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New update. Bug fixes. See top post for details.

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Tried giving the canopy another shot. Either there’s a problem with the Blender2MSFS plugin with how draw order isn’t applied to multiple objects with alpha modifiers, or I’m doing something wrong. I’ll most likely be converting the model to 3ds at some point, so hopefully that’ll fix the issue, but until then, there’s nothing I can do about the inside of the canopy not rendering. Hoping everyone understands.

Ping @MajorAnxiety

  • Fixed bug causing a/c to buck when resuming from a long pause.

Thanks. This is working great now. And the HUD is fantastic.

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Just a suggestion for the future, but perhaps adding in Over-G limitations within the FCS with FBW turned on or off - this would ensure you’re not able to just yank the stick back into an unrealistic high-alpha position like you can currently. Currently I can yank the stick back and hit over 9 G, while I’m sure the jet could realistically take more than 9 G, a pilot is likely never going to touch that limit and I’m sure there are limitations within the FCS to this extent.

Also, I’m sure this is probably an SDK limitation currently but the engine will bounce between high and low RPMs when accelerating quickly or from a low energy position (IE, ground roll to take off or going from 250kts to 500kts aggressively) before reaching a suitable RPM for the throttle demand.

All in all, really enjoying this jet and I look forward to what you have in store for the future :slight_smile:

I think once an approach sequence has been initiated the flaps automate based on AoA, speed and power setting - I doubt there’s any official documentation on this, but based off of similar systems I think this would make sense. I imagine it would take a lot of fine tuning to even get the flap scheduling correct (some sort of equation of AoA + Speed taking into account current weight?) let alone a system that will automate the retraction of them based on those parameters… it’s a neat thought, probably not impossible… maybe I’ll look into this and wrack my brain around the SDK for ya :sweat_smile:

Thanks for the suggestions, going to reply to both of your posts here:
In all of my research on it, the plane will pull nearly 10 G if the pilot yanks the stick back all the way even on the actual a/c. I agree with you that it’s still a bit too agressive and needs tweaked a bit. There’s a flight model rewrite currently underway. I’m not sure how long it’ll take, but once it’s done, I’ll have to completely retrain the FBW PID controllers, I plan on further limiting the G load then.
I noticed the engines started that oscillation you described a few(maybe several) weeks ago and haven’t gotten a chance to address it yet. Dakfly mentioned looking into the engine.cfg, so I’m going to hold off to see what changes he has planned for it. I’m sure it’s a config issue, and not a SDK issue, so it should be correctable.
My worry with automated flaps is any change that’s made to either the flight model, or the FBW will throw them completely out of whack. I have an idea about how to implement it via wasm, but I think it’s probably still to early to look at it yet. The a/c flies completely differently today than just a few weeks ago for example.
Things that are underway right now:

  • Complete interior remodel, courtesy of @AdamBurry.
  • Flight Model changes, courtesy of @Dakfly0219.
  • UI additions/changes and performance(framerate) improvements to the HUD and Bing Maps.

Thanks for the suggestions! Everything you mentioned is planned, but I can’t give you a timeframe for them. Keep checking back and I’m sure we won’t disappoint.:grin:

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New update.

  • Flight Director off by default in the HUD. I added a HUD menu to the PMFD with the option to turn it back on each flight if you wish.
  • New menu option in PMFD->PFD Settings->Other PFD Settings->R. Rate:
    • This allows you to set the refresh rate of the PMFD to a higher value if you have a system that can handle it.
  • Minor performance improvements.

I made a lot of code changes, so if I broke anything, let me know so I can get it fixed tomorrow. Night all!

Evan

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Love your mod, but there seems to be a delay when diving and moving upward same with going down like a couple of milliseconds.

Thanks. I’m aware. There are still a few things that I need to hammer out with the FBW system. I’ll be messing around with it for the next few days. If it’s too distracting for you, you can try flying with it turned off. The menu option is on the Secondary MFD’s on the top left. Your choice should save between flights.

Thank you and no rush . Just wanted to try to help out when ever I can.

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New update

  • Adjusted low speed FBW response ~300 kias.
  • Changed Flaps Settings. Look at table below.


Handle Pos Slat Pos Flap Pos
0 0 0
0.25 30 0
0.5 30 5
0.75 30 10
1 30 15
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