Saturday, March 10, 2012

F-35 2.0 Beta 1 - WIP testing and open discussion post - CLOSED

BETA TEST CLOSED

SORRY FOR THE LACK OF UPDATES - DUE MY PERSONAL TIME CONSTRAINTS, BETA 1 HAS NOT BEEN AS EXTENSIVE AS I WISHED IT TO BE, NOR DID I HAVE TIME TO UPDATE THE BLOG PROPERLY.
I WILL MAKE A NEW POST WITH ALL THE CHANGES DONE IN THE PAST FEW WEEKS.

FEATURES OF THE BETA 1
***************************
This Beta 1 build includes only the F-35A, and only in USAF markings, actually depicting AF-9, one of the Low Rate Initial Production and one very first aicraft delivered to Eglin AFB.
External model is much more accurate than the previous release and should be significantly closer to the real thing. Due to a much higher polycount, I've decided to remove some eye-candies such as "Remove before flight" ribbons and wheelchocks. It is possible, however, that the new visual model may impact the fps.
The VC has been optimized in several areas, and sports minor functional improvements, texture refinements and details.
No changes to the flight model - which has been extensively tested though in the previous releases - and IMHo mimics the behaviour of a fly-by-wire quite well in many areas of the envelope.

SEE NEXT POST FOR THE LIST OF CHANGES

13 comments:

Orion said...

Two things for now after a quick test:

1. Afterburner effects seem larger than engine nacelle:

http://i.imgur.com/C4vzI.jpg
http://i.imgur.com/5JM2i.jpg
http://i.imgur.com/OLLgV.jpg

This may be caused by WideViewAspect=True in the fsx.CFG. I had a similar problem on the 3rd party Acceleration Hornet afterburner effects, which I mitigated by reducing the size in the effects file.

2. Cockpit glass seems to turn greenish briefly after switching views. The glass quickly returns to normal, though.

http://i.imgur.com/nwX3J.jpg
http://i.imgur.com/0M5CU.jpg

The initial time I viewed the exterior model, the glass seemed to be a reddish color, but I wasn't been able to reproduce it later on in the flight.

Daniele said...

1. From the VC, the left panel, next to the light switches, appears not perfectly closed; it's possible to see the ground from inside.

2. From the tower view, the nav lights (or their reflections) appears floating in the air.

3. the glass of the helmet seems to me to be too much transparent. I think it should be a little bit darker (and if it's possible, like a mirror).

//Lupo2

Jiri said...

Autopilot need some corrections imho:

1. Steering by moving the joystick should be enabled with only alt hold mode active unless you select hdg or crs hold. And vice versa (pitch axis unlocked while holding hdg or crs only)

2. Heading and course selection is too slow. Almost 20s from 000 to 180 is painful.

3. Altitude should be automaticaly selected to the altitude you are currently flying when activating alt hold.

Btw. specular channel looks strange in my opinion and aicraft appears to be wet. I searched for F-35 photos and the skin is rather smooth. Maybe making it more subtle?

Daniele said...

1. Open/close weapon bay command buttons, doesn't works properly. When the bay is open, the only way to close it it's push again on Open or on the Doors button.

2. I agree on the excessive slow turn rate of the autopilot.

3. More than a bug, a desire: it would be nice that the warning/caution lights would work according to the conditions of the aircraft, and will appear off whenever everything is ok.

4. Acceleration appears too fast, the thrust of the F-35 should be similar to the F-18F (0-200 Kts in 22"), imho.

5. FPS are good beneath my old and poor video card.

6. I still can't start up the engine with a normal manual procedure but with Ctrl+E; i will retry later on.

//Lupo2

Rick said...

Some noted items which seem to have been addressed by others also:

1)Greenish tint breifly when switching views back to VC

2)3rd stage afterburner appears to bleed outside exhaust nozzle - first and second stage effects seem ok.

E Gan said...

firstly: nicely improved model and textures - great job, the research and dedication to the F-35 shows!

checked w TrackIR 5 and Triplehead2Go

flight dynamics:

seems sluggish. I can see the rudder/flightstick feedback in the central cockpit console to check my stick position (very useful for testing), and checking against this, the plane's elevator response feels very sluggish. Roll is a little better, but generally still sluggish.

possibly too much (micro) stutters when stationary on runway

aesthetic:

there are some small polygons sticking out of the fuselage immediately behind the open cockpit (please see attached image). these polygons also appear to be moving around slightly. These only appear when the pilot is hidden.

http://i153.photobucket.com/albums/s222/uses321/polys_pilotMap.jpg

cockpit reflection of pilot is there even if pilot is removed. Since this probably can't easily be made dynamic, possibly reduce opacity of pilot reflection map?

confirming previous posts:

is specular map too much (checked both in day and night)? perhaps if the spec map matched the textures better, it might work.

http://i153.photobucket.com/albums/s222/uses321/specmap.jpg

cockpit view turning green for just a second or two when switching views.

3rd stage afterburner protrudes out of model/engine nacelle

http://i153.photobucket.com/albums/s222/uses321/AB_protrudes.jpg

misc:

texture.af9 folder has an extraneous jsf.mdl file that is dated 2/12/12, older than the models in the model folders

--EGan

E Gan said...

Re: my last report - My bad (sorry): I can't seem to repeat the flight sluggishness that occurred that 1 time. I tested this again at varying speeds and altitudes.

--EGan

ScimmiaSpaziale said...

All,
Thanks a lot for your inputs.
Beta 1 stage will close next weekend.

I will update the post asap but here are some quick answers.

- Greenish cockpit, fixed.
- Miscellaneous issues with special effect (burner): unfortunately this is somewhat dependent on video card and FSX settings... On my card, for example, a GTX295 it happens only if I set "performance" setting (versus quality). I may provide an alternate set of .fx files scaled down.
- Autopilot: this code comes straight from stock FSX autopilot. You can change the setting via the mouse "roller" rather than clicking.
- Reflections: completely redone. Hope they look better
- Removal of the pilot is unintentional... this is what was causing the bug.

Anonymous said...

+ FPS friendly

+ Engine start/shutdown procedures work ok using both VC switches and shortcut keys

- Hornet sounds don't work for me, aliased Goshawk sounds instead

- Canopy could be opened in flight

- Some yawing or left/right drifting when stationary and parking brakes engaged

Well done, Dino!

Lars Domen said...

Hey Dino,

I haven't had as much time for testings as I would've liked. However, one thing that I really noticed is that the microstutters are back, when on the ground and not moving.

Daniele said...

1. For what this article reports: http://www.aviationweek.com/aw/generic/story_channel.jsp?channel=defense&id=news/F35-030509.xml
acceleration from Mach 0.8 to Mach 1.2 at 30,000 ft. should be 61 sec., while in this model it's about 40 sec.
2. Also the drag effect of the airbrakes appears to me a little bit too efficient.
3. It would be nice to have the possibility to set Bingo and LAW.
4. I don't have significative microstutters on ground, but a kind of vibration that seems realistic as well.

Robby said...

Ciao Dino, mi spiace non essermi fatto sentire da un po, troppi impegni. Comunque complimenti per l' ottimo lavoro!
Solo una nota:
Nessuno s'è accorto che hanno ridisegnato (ridotto) i piani di coda? Hanno anche aggiunto una lamina metallica (protezione termica?) all' estremità interna degli stessi. Modifiche comuni a tutte le varianti.
Just my two cents.

Robby

ScimmiaSpaziale said...

Thank you all!
I'm sorry for having not written anything for a while. I've been been quite busy.

Anyway, please consider the Beta 1 stage closed.

I will update the blog asap.