Brilliant work!
Here. If you havent already…
Edit: just realized you made that comment 4 months ago, my b. Gonna keep this up anyway.
I can tell you that true HUD collimation is simply not possible in MSFS right now. There’s some evidence that the Asobo HUD uses parallax and coding to achieve a very subtle collimation, but the sim doesn’t support the true version that we’d all like to see.
Yeah, that’s why I posed that link. It’s a wishlist post and it acknowledges that there’s such a limitation in the sim. Hence why its a wishlist item.
I was linking it to the other guy so he can get some information as to why it cant be done at the moment, since he asked about collimation in the first place.
Plus, in the interest of proper collimation - the more votes the better
As soon as the eyepoint/camera simvars start working I’ll be able to work some magic. I even have a place in the HUD code bookmarked for where it’ll go. Last I checked, about a month ago, those simvars still don’t work.
Been flying some more with Live Weather again. Seems like when the game simulates icing, which eventually affects the virtual pitot tube, which then makes the speedtape spazz out, because the air speed measurement doesn’t work reliably, it also seems to affect the FBW. Because when that happens, the pitch axis becomes unresponsive. I suppose the real plane does some fancy sensor fusion stuff with GPS, would it be possible to emulate something like this?
FBW is based of of KIAS, so that would make a lot of sense. I’ve been battling the pitot tube problem for awhile now. Seems no matter what I put in the .flt files, it causes the same behavior. A workaround was listed somewhere higher in this thread. I think it involved keybinding the pitot heat. I know it’s not ideal, and I’m hoping to have a fix out for it as soon as I get it figured out.
Surely just pop windscreen and pitot de-ice switches in the cockpit? ( Sorry if there is something I’m missing here that’s been mentioned previously, but they’re pretty easy to add ). All aircraft require de-icing equipment.
Yeah, I agree all aircraft have deicing, but there’s so much that’s automated with the F22. I haven’t seen deicing switches anywhere in the reference photos and it’s likely that is automated as well. If there isn’t one, I can always make a Lua script in the model behavior files to automatically turn it on, but it’s more a hack to do it that way, instead of relying on the .flt files to function how they’re supposed to.
All I can ask at this point is please be patient, there’s a lot of fixes in the coming update. I wish I could release it yesterday, but I’m sure you’re well aware that’s not how these things go. As soon as it’s ready, I’ll post it here.
Sorry, wasn’t trying to rush you along or anything I found some images of the left and right side panels of the YF-22, they’re not hi-res enough to determine switch function labels but it’s clear enough on them to see that there are the normal sort of fighter side-panel layouts in play in the F-22. What I meant was, just add two switches for now that perform those functions, calling the stock MSFS animations in the behaviour file. The .flt files aren’t detailed enough it seems to cover those extra functions, so some animated switches and relevant .xml entries in the behaviour files will be needed for de-ice and other functions that .flt files can’t cover.
PM me if you need to, and I can forward my F-15 code for those switches and entries if you want, so you can get them working - they only call the stock Asobo templates anyway.
No worries, Dean. There was so many changes between the YF-22 and the F22 the cockpits are completely different from one another minus basic screen locations. We’ve got some pretty good reference photos though, so we’re covered as far as that goes.
Adding switches to the current cockpit would be pretty difficult for me as our WIP already has the new cockpit and all of our additions are using that model. I think the Lua script is the best approach and I should be able to hotfix it without affecting our working model. Two birds, so to speak.
New update. Pitot heat should now be automatic.
Does the new update include the new cockpit?
No, just a hotfix for the pitot heat. New cockpit is still in progress.
Is it possible to bind the FBW switch to a button on the joystick? Would help landing the thing in VR.
Also, are you eventually attempting to do automatic flaps and slats? The plane supposedly does it itself.
I’ve been hoping for that functionality to be added for some time. There’s a wishlist entry in this forum somewhere for custom buttons and switches to be mapped for keybinding, but I haven’t seen any traction on it. The FBW in the coming release(I still don’t have a date, sorry) works much better, so hopefully there will be no need to turn it off. That’s what we’re shooting for.
Automatic flaps/slats and spoilers are in the real aircraft. It’d be a big task to automate them and get it right. I’m not counting it out entirely, but there’s a lot left to tackle first.
Hope that answers your questions. Let me know if there’s anything else.
hello!! How’s everything going, good?
Everything is going great!
We’ve made major flight physics improvements and lighting/effects improvements(thanks to @Dakfly0219!).
More improvements to the exterior model(working illuminated formation lights) along with fly by wire fixes/efficiency improvements.
I’ve got the new cockpit in hand as of today (many thanks to @AdamBurry!).
I still need to map all of the controls and do all of the animations, followed by some testing and bug fixing, but we hit a huge milestone today.
You should see some photos and screenshots posted on here soon as we’re nearing the finish line.
This is an enthusiastic letter of thanks.
Just downloaded this yesterday and gave it a try in the Mach Loop.
I stopped the flight without landing and thought: " This bird lives in the Grand Canyon."
I have allmost all fighter jets available for MSFS, but only two of them are capable to go through the canyon at FL 0.
Now I have three.
While the first two are good for 350 knots, with this one I have managed to speed up to more than 650 knots. And this was my first attempt. With some practise a lot more will come. Thank you very much for making this insane speedkick possible.
I don´t know if your flightmodel is realistic. I don´t know if the real F-22 is so good around the corners. But I know that your flightmodel is sheer fun. It´s so smooth and snappy that it feels like it´s on point. Like a Hattori Hanzo Katana, slicing silky scarves in the air. LOL
I´m pretty sure that with the new cockpit and an appropriate exterior model you will be amongst the best that we have in the sim world.
When it comes to “ripping the floor” it´s creme de la creme in it´s current state.
Cheers and all the best.
If you enjoyed the current version, you will be in for a quite pleasant surprise with our upcoming release. Stay tuned.