This post has the purpose to collect the feedback from Beta testing, and allow both myself and the testers to share the status of the open issues.
Beta testers are kindly invited to:
- Log a minimum of 3hrs in the F-35A/B before posting
- Before reporting an issue, make sure it is not already included in the list below. In case it is, please do not
- Provide feedback either by commenting this post (preferred) or by email
- While reporting an issue, please be as specific as possible. Try to replicate it and identify the conditions that generate the issue.
A couple of notes which may be unclear or obscure in the operation of the F-35:
- HMD "X-ray" vision: the "brake" key activates this function while in the air. There is currently a bug, as the zoom level stays linked to the EXP value. Note that in some case Tacpack seems to "hang" and the function is not working as intended. If so, reloading the aircraft should fix the situation. This is done assuming that most people will have a stick button mapped to wheel brakes
- To save memory, some pages which have no use if maximized cannot be maximized to half-screen view.
- You can designate a ground target in the TSD mode, by selecting the ATK mode (just click anywhere in the TSD window) "phantom" triangle means that the target is designated, but no proper weapon is selected
- STOVL functions work much like the previous version: HOVER and VTOL are inhibited if weight is above 4600 lbs
- Files are NOT validated for multiplayer in Tacpack
- From leaked Pirep, F-35 tends to loose a lot of energy a high Alpha maneuvering / dogfighting. Note that initial release has quite a low pitch control authority.
- Test points for engine performance ("tactical" configuartion should be 2 x JDAM + 2 x AIM120, no SW). Note: F-35 cannot supercruise, leaked transonic acceleration are available too.
LIST OF ACCEPTED CHANGE REQUESTS AND IDENTIFIED BUGS
Current package version: Version 3.00 Beta 3
Last Update: November 23nd 2015
External model
F35_MDL_2 - Missing texture for Norway. Status: CLOSED. Added on Beta 2, 27/09/2015
F35_MDL_3 - Check minor details in main Landing gear texturing. Status: CLOSED. 4/10/2015
F35_MDL_4 - Change navigation lights default effect, as generates visual anomaly in P3dV3. Status: CLOSED. Changed effects on Beta 2 build. 27/09/2015
F35_MDL_5 - Introduce delayed animation for engine exhaust flaps - DROPPED due to lack of time and resources
F35_MDL_6 - Introduce clickable "remove before flight" areas in external model for P3Dv3 - DROPPED due to lack of time and resources
F35_MDL_7 - Introduce external model configurator mouse area for P3Dv3 - DROPPED due to lack of time and resources
F35_MDL_8 - Formation lights - check dependency of formation lights from battery status. Status: CLOSED 10/08 Beta 2
F35_MDL_9 - Potential XML malformed inside F-35B external model file. Status: CLOSED 10/08 Fixed Modeldef.xml in Beta 2
F35_MDL_10 - Added black mask to external model MFD when power is off. Status: CLOSED 10/08 Beta 2
F35_MDL_11 - Fixed Mouse Areas in external model. Status: CLOSED
F35_MDL_12 - Add F-35C external and internal models. Status: CLOSED - F-35 CATOBAR models and VF-101 livery completed.
Virtual cockpit and Avionics
F35_VC_1 - Fix HMD graphics not matching to real symbology (A/S target and Others). Status: CLOSED; Changed some of HMD graphics for more accurate resemblance to real HMD. Beta 2, 28/09/2015
F35_VC_2 - Missing BINGO, FUEL LO, MASKED, PULL UP cues from HMD. Status: CLOSED. Added missing cues to HMD code. Beta 2, 28/09/2015
F35_VC_3 - Missing refuel probe and Lift Fan geometry from F-35B cockpit. Status: CLOSED
F35_VC_4 - MFD FUE page, bug in MFSOV closure. Status: CLOSED. Also, fixed bug in FUEL full screen mode.
F35_VC_5 - MFD ASR page, add possibility to designate targets in SAR mode. Status: CLOSED. It is now possible to ASGN targets from the radar page.
F35_VC_6 - MFD TFLIR page, basic functionality and graphics incomplete. Status: CLOSED. TFLIR AUTO, MAN, AA, AS, VV modes implemented, as well as AUTO and MANUAL Zoom.
F35_VC_7 - MFD HUD page, add possibility to slave TFLIR. Status: CLOSED. HUD now can slave TFLIR rather than DAS. Beta 2, 30/09/2015
F35_VC_8 - MFD SRCH page, change default presentation to Range versus Az. Status: CLOSED - Decided to keep AZ/EL presentation and fixed display and aspect issues. Beta 2, 27/09/2015
F35_VC_9 - MFD TFLIR, DAS pages, add A/S target cueing. Status: CLOSED - Added A/S cueing to both DAS and TFLIR pages. Beta 2, 27/09/2015
F35_VC_10 - Add "bullseye" information to TFLIR, DAS, TSD pages. Status: OPEN
F35_VC_11 - MFD TSD Missing target information / shoot list. Status: CLOSED 10/07
F35_VC_12 - MFD DAS/TFLIR pages, North Arrow inaccurate. Status: CLOSED 10/07
F35_VC_13 - MFD Master Switch also toggles VC. Status: CLOSED. Separated avionics master functions from MFD functions. 10/10; Beta 2
F35_VC_14 - DAS zoom level does not get reset to default value if "X-Ray" vision is enabled. STATUS: CLOSED, fixed XML code of DAS.XML in Beta 2 build 24/09 NOTE: This also affects Xray vision.
F35_VC_15 - ASR mode curson does not show at "NORM" zoom level. Status: CLOSED 10/07
F35_VC_16 - HMD Heading indicator not normalized. Status CLOSED, fixed XML code of HMD overlay in Beta 2 build.25/09
F35_VC_17 - ASR mode, image warped. Status: CLOSED, Beta 2 build 29/09/2015 - Note: warp was caused as I tried to improve the radar image resolution... better leave the default values!!!
F35_VC_18 - Fuel Dump: consider inhibition when on ground. Status: CLOSED. Fuel dump now inhibited while on ground, also inhibited if less than 1000lbs. Valve will now closed if one of these conditions are met. Beta 2 build, 27/09
F35_VC_19 - TFLIR camera: consider inhibition of VV slaving when on ground. Status: CLOSED. Added "sim on ground" bypass code, if on ground TFLIR looks forward. Fixed in Beta 2 build. 26/09
F35_VC_20 - MFD SMS: current station not highlighted. Status: CLOSED. Fixed in Beta 2 build 26/09 by changing XML... source of problem unknown as previous code seemed legit.
F35_VC_21 - MFD DAS: in some cases manual zoom control does not work. Status: CLOSED. Rewrote code, now working. Beta 2 build 26/09.
F35_VC_22 - SRCH page shows as PHM-INOP when in subportal. Status: CLOSED. Graphic error - fixed in Beta 2 build 27/09
F35_VC_23 - TFLIR image does not show in subportal. Status: CLOSED. Wrong transparency setting - fixed in Beta 2 build 27/09
F35_VC_24 - Request to add selectable laser codes to TFLIR page for multiplayer purposes. Status: CLOSED - Laser code is now displayed in the TFLIR page and can be changed by the user by clicking on the lower section of the TFLIR page.
F35_VC_25 - TFLIR A/S Targeting inaccurate for F-35B (probably due to panel aliasing issue). Status:CLOSED - Apparently fixed with help from VRS...
F-35_VC_26 - Add A-A SPD and ALT indications to HMD
F-35_VC_27 - Add A-S DIST and ALT indication to HMD
F-35_VC_28 - Missing Weapon release cues to TSD. Status: OPEN
F-35_VC_29 - ATK mode bug if in full screen TSD Mode (continuos designation). Status: CLOSED 10/07
F-35_VC_30 - Bug: if TSD3 selected, menu drives MFD3 instead of 2.... STATUS: CLOSED 10/07
F-35_VC_31 - Missing MASKED indication on TFLIR page- Status: CLOSED - Also added to HUD.
F-35_VC_32 - Missing SLAVED indication on TFLIR page. Status: OPEN
F-35_VC_33 - Missing weapon release cues to TFLIR page. Status: OPEN
F-35_VC_34 - In some instances the canopy is open when the canopy switch is in the closed position and vice-versa. Status: CLOSED. 10/07.
F-35_VC_35 - Cannot command TFLIR slave to HUD when in HUD is in full screen mode. Status: OPEN
F-35_VC_36 - MASKED / NO IMAGE indications missing from TFLIR page when in full screen mode. Status: OPEN
F-35_VC_36 - MASKED / NO IMAGE indications missing from TFLIR page when in full screen mode. Status: OPEN
F-35_VC_37 - Minor bugs in ICAWS mode for F-35C specific systems. Status: CLOSED. Fixed on 8-11-2015
F-35_VC_38 - TFLIR/DAS mode won't automatically revert to AUTO when in STOVL mode. Status: CLOSED
F-35_VC_39 - Bug prevents proper usage of PP/TOO option for weapon delivery. Status: CLOSED
F-35_VC_40 - Modify DATA page to show and possibly select current waypoint. Status: OPEN
F-35_VC_41 - Minor visibility conditions bug to TFLIR and DAS mode. Status: CLOSED
F-35_VC_42 - Added frequency indications to CNI subportal mode. Status: CLOSED
F-35_VC_43 - Solved miscellaneous bugs for the A/S Radar mode. CLOSED
Flight Model
F35_FM_1 - Revise elevator authority (seems slightly too weak in the latest iteration). Status CLOSED. Slightly increased elevator authority. NOTE: check behavior in P3Dv3. Beta 2 build, 27/09
F35_FM_2 - Revise aileron authority (real aircraft seems more responsive. Evaluate roll rate increase. Status CLOSED. Slight increase in roll rate in Beta 2 build, 27/09
F35_FM_3 - Revise autopilot logic: current values generate undamped oscillations on ALT HOLD control. Status CLOSED - brought back default autopilot code... may need further work.
F35_FM_4 - Consider adding functionaliy to FCS RESET button. Status: DROPPED - non necessary change, dropped due to lack of time.
F35_FM_5 - Engine performance at high altitude: over 30-35k feet, thrust is insufficient and needs to be revised. Status: OPEN
F35_FM_6 - Aircraft is unbalanced and tends to have a nose-up attitude, requiring trimming. This is unrealistic for a modern FBW. Status: CLOSED. Rebalanced weights and misc improvements to FCS code. 10/07
F35_FM_7 - Request to revise/reduce rudder autorithy when on the ground. Status: CLOSED. Slightly reduced rudder control authority when on the ground.10/07
F35_FM_8 - Fix engine readings and warning signs. Status: CLOSED - Warning signs limits moved to 105 (visual altert) and 106 % (ICAWS)
F35_FM_9 - Real aicraft sits on the ground with more static NLG compression. Status: CLOSED. Fixed animation sequence for F-35A and B, C has a different landing gear.
F35_FM_10 - Fuel quantity of F-35B inaccurate. Status: Closed. Fuel for F-35B is now correct.
F35_FM_11 - Malformed XML code in FCS-Autorudder module. Status: CLOSED. Malformed code removed. 09/10/2015 Beta 2
F35_FM_12 - Check F-35C specific issues: transonic performance and carrier landing behavior. Status: OPEN
Tacpack
F-35_TP_1 - Check weapon station locations, IFR, chaff/flares agains new visual model. Status: CLOSED - position almost identical to previous stations.
F-35_TP_2 - Revalidate multiplayer security Keys. Status: CLOSED - Revalidated all files
F-35_TP_3 - Flir functionality incomplete. Status: CLOSED - Most of TFLIR functionalities are now complete
F-35_TP_4 - Ammo counter fails to report total ammo upon A/C reloading. Status: CLOSED - Fixed bug which prevented proper ammo calculation.
F-35_TP_5 - RWR anomalies detected by users. Consider adding location discretization for more realism. Status: OPEN
F-35_TP_6 - Ownship VRSTP Surrogate sometimes reported as radar track in TSD. Status: CLOSED -> increased rejection radius for surrogate objects. 06/10
F35_Misc_1 - Improve configurator graphics and functionality. Status: CLOSED. New configurator is in place.
F35_Misc_2 - Create documentation and/or video tutorials. Status: OPEN
F35_Misc_3 - Include Custom Avatar with HMDS helmet. Status: CLOSED. Avatar ready.
F35_Misc_4 - General XML cleanup. Status: CLOSED. Executed XML cleanup.
F35_Misc_5 - Update thumbnails. Status: OPEN
F35_Misc_6 - Update release date code in MFD. Status: OPEN
Color Key
RED - Major product flaw, fixing this before initial release is a high priority .
YELLOW - Medium severity issue.
GREEN - Very minor issue, or mitigated to the point it is acceptable by the vast majority of the users.
BLUE - Not an issue per se, but rather a suggestion or opportunity for improvement.
BLUE - Not an issue per se, but rather a suggestion or opportunity for improvement.
LIGHT GRAY - Issue solved in latest internal build (left for testers' reference)
DROPPED - Decision was to postpone this item to a product update.
37 comments:
Hello,
I focus on testing the visual model (switches, animation, controls,...), I also had a look to the new features and this V3 will be definitely be awesome! Congratulations!
However there are a few issues.
1) Sometimes the canopy is close although the switch to open it is set to "open"
How to reproduce:
- In the cockpit, open the canopy using the switch and wait 10 seconds.
- Switch to an exterior view.
- Use Shift+E to close the canopy and wait 10 seconds.
- Switch to the cockpit view, now the canopy is closed but the switch remains to "open"
2) After reloading the F-35B (slecting an other livery or so), when the HUD (I don't know how it is called in the F-35) and the HMD are turned on, sometimes the switch that commands it is set to off and when the HUD and HMD are turned off the switch is set to "auto"
HMD is working fine. I could not reproduce this issue every time I tried but I will try to find what causes this.
3) There are big FPS drops when using TFLIR screen. (10-20 FPS when using it, 40 when I am not using it).
4) It is possible to see the nose of the aircraft through TFLIR, which is quite odd. Maybe it is related to "F35_VC_6 - MFD TFLIR page, functionality and graphics incomplete. Status: OPEN" but I am not sure. (picture there : http://i.imgur.com/tepLP3Q.jpg)
5) ASR seems to be deformed as you can see there: http://i.imgur.com/Ak2kEvU.jpg I reproduce this issue with different range and in half-screen mode.
I Hope it's clear enough but feel free to request further informations/tests about these issues if needed. I will probably focus on testing the screen and its features unless there are other priorities.
Bovsam
- Menu button is cycling TFLIR through modes and MFD portal headings only not cycling through master modes
- Control bar engine parameters show N2 value but pointer does not match?
- Able to fuel dump whilst on the ground? Also seems like an excessive dump rate.
- RADALT constantly shows. Should disappear after a certain value.
- X-RAy view zooms in and out seemingly at random?
- Tail hook doors animation. Rear door remains open.
- RAF F35B texture. Looks like a wrong texture left rear of aircraft near engine nozzle. Picture to follow.
- TFLIR optic shakes uncontrollably (almost like you're taxiing over bumps on taxiway) in windowed mode and maximized mode on MFD. This happens while Parking Brake is in ON position. During taxi you can press/release brakes for slowing down with normal function and optic seems to be stable.
- Very minor issue noticed with switchology that when starting P3D and selecting any version of F-35 that the Formation Lights are on whether A/C is on or shutdown.
Thank you all for the first round of inputs:
A couple of comments:
MASTER MODE selection now does not change the portal configuration (my guess was wrong in v2). This is intentional as in the real F-35 portals do not change configuration with change of Master Mode. Pilot can command general portal configuration by selecting different mode via voice commands (e.g. "Portals: Take off"). Design philosophy is that portal configuration does not change unless specifically commanded by the pilot. Googel "Mike Skaff F-35 Cockpit fujitsu" for an interesting PDF
TFLIR Functions as I wrote are incomplete in Beta 1. Behavior is fully automatic. It shakes on the ground as it tries to follow VV unless MM commands otherwise. I will bypass the VV slaving while on ground.
Note that TFLIR / DAS will create a frame rate drop in any case (although in my case - on a 660 - is really small...few frames maybe)...in the end in an additional POV rendering.
Tailhook Door - AFAIK it stays open in F-35A (I have seen only a blurry picture of this and it seemed to be open upon catching wires). This is an Emergency tailhook.
X-Ray vision zoom is listed as a known bug, and has been addressed in Beta 2 (not released).
Fuel dump -> well... this is currently fully P3D controlled, but I can override it. As for the dump rate, it is indeed very high (and even higher than I set it) in the F-35 simulators demo videos I have seen.
ASR -> Some deformation is due to the portals aspect ration, but there may be something wrong with the latest builds.
I will check the switches... although some of the malfunctions seem simulation related rather than model specific.
A few other issues:
- In the F-35A, the internal gun is not reloaded when the weapons are reloaded using the weapon manager. Chaff, flares and other weapons are properly reloaded.
How to reproduce:
1) Fire the internal gun until there are no more rounds.
2) Select "Clear all" then put the gun pod using the weapon manager.
3) Select the gun. There are only 540 rounds loaded so the internal gun has not been reloaded.
- It is possible to fire the gun in nav mode (not sure whether it is a bug or an intentional feature)
- In A/A mode when a plane is locked, DAS imagery is pointing on the aircraft being locked but a little too higher therefore it is sometimes impossible to see the aircraft through DAS.
- Aircrafts may be displayed out of the Az/El screen, picture there: http://i.imgur.com/D4oX3Bo.jpg (again, I am not sure whether it is a bug or not)
Thanks Bowsam
As for the gun, I will check. Most likely the gun is reloaded, but the ammo counter fails to report the total qty correctly.
As for the DAS (and TFLIR) there is unfortunately little I can do... as there is a delay between in the pointing (intrisic to the engine) so that in many cases the target is not centered (unless is very slow or static)
SRCH page nees to be revised completely.
Thanks
Hello,
Just a quick suggestion: would it be possible to add the ability to set a laser code using the avionic or the weapon manager in order to use laser guided bombs or TFLIR in MP for example?
@Bovsam
Added to the list of suggested features. Once I'll have the TFLIR completed I'll see what I can do for that.
Hi,
Regarding the TWD, it is working fine but I think there are two issues.
1) Missiles fired by ennemy SAMs or aircrafts are not displayed on the TWD screen.
2) Airborne threats are sometimes not displayed on the TWD screen even if these threats are actively tracking the aircraft. I don't know why it sometimes doesn't work properly but I will do another test during the weekend and I tell you if I understand under which conditions it doesn't work.
I have mainly been testing the A/G weapons today.
1) The weapon configurator sometimes loads a random loadout. Its not the previous loadout used or default loadout. I cant accurately reproduce the circumstances at the moment.
2) Unable to designate a target using MFD Search Radar in AS mode. Is this supposed to be possible? I think this is how it works in the real aircraft (maybe wrong though). The image also appears to 'wander' looks like you may have fixed with F35_VC_8.
3) Similar to Bovsam, the TWD missile detection seems inaccurate. I think the symbol is showing underneath the SAM Radar track symbol as it moves to the lethal range ring but also seems over sensitive in its azimuth representation. For example taking evasive action and banking away from the threat causes the symbol to wildly swing 20-30 degrees. It only happens when in the lethal range ring.
4) The rudder seems overly sensitive whilst taxiing and on take-off roll.
5) I think the acceleration is a little excessive. Using the quoted figures and loadout provided I recorded 10.5 seconds to accelerate from 0.6 to 0.95 Mach in the CTOL model. I know a certain amount of artistic impression has been used for flight dynamics and I have obviously never flown the real thing so purely a suggestion!
6) The odd texture picture on the RAF F35B model https://www.dropbox.com/s/wf4w2u4nkdg3ut0/RAF%20F35B%20texture.png?dl=0
Thanks
Hi Dino,
You did a superbe job with this new version. I would like to add a few bugs/suggestions.
- To add a black texture for the exterior model's MFD when the power is out.
- On my computer, in the SMS page, the weapons are not "highlighted" like previously when you choose a weapon.
- The ability to select a particular waypoint in navigation and, if it's possible, to be able to designated a waypoint as a target.
This is all I have for now but I have great fun flying this new version !
Seb
Excellent work so far Dino. Thank you for allowing me to be apart of this project. Now on to what I have noticed so far.
1) Both aircraft's flight dynamics seem way off. I understand it's a work in progress, however, I never get the feeling of flying a 21st century jet. I think the biggest issue I have is the FBW system. I should have have to trim the aircraft out constantly. The FBW system should hold the nose where I point it, unless for some reason Lockheed decided to go backwards in aircraft controllability compared to previous generation fighters.
2) The aircraft seems incredibly under powered. It accelerates very well at low altitudes, yet at high altitudes it is a pig. After a rapid climb to 40,000 feet with full afterburner, the aircraft had issues accelerating beyond Mach .75 at level flight. This is with a clean loadout.
3) The fuel flow gauge should read numbers not a moving bar that has no reference to how much you are actually burning. The only pictures I can reference this off of however are older ones, but some deductive reasoning is used. The pilot would want to know numbers, not the bar.
4) The N2 overspeeds incredibly easily at full throttle and low altitude. I would imagine the aircraft would be able to use full power at low altitude until VNE.
5) The F-35B animation for the engines in VTOL and STOL modes is jerky. Not sure if it can be fixed, but it is.
6) When in VTOL or STOL and the throttle is advanced to full power, the afterburner continues to be displayed going horizontal intermittently. I realize this may be within the contraints of P3D and how effects are used within the game.
7) I have not been able to light the afterburner in STOL mode while in flight as referenced in this picture: http://img01.deviantart.net/35bf/i/2014/124/c/3/mv_22_and_f_35b_air_refueling_by_db120-d7h28fn.jpg
This is all I can think of for now. I will continue to fly it and thank you again for the opportunity.
Gentlemen,
thanks for your feedback.
I'll address them in order.
@Bovsam
TWD - I will check this, but I am pretty sure that the data is feed directly from Tacpack data. The major difference (which I plan to address) is that there is no "discretization" due to RWR sensor resolution
@Michael Standen
1) As listed, weapon configurator would need a rewrite. Still it should reload the lastest selected configuration.
2) As listed, ASR mode does not allow target designation at the moment
3) TWD, see above
4) Rudder sensitivity... I am OK with that, but I'll have a look
5) As it been recorded to the right attitude and right configuration? During my testing I did not record values too far off from the data... anyway I'll have a look.
6) OK, I undrestand what you mean... but that is intentional, meaning in some birds those surfaces have a different colorization due to the APU exhaust.
@ Rafale Mirage
1) I understand... I'll see what I can do.
2) MFD-SMS... addressed as per the previous list
3) I understand... I'll see what I can do. At the moment it should work so that, if PP option is selected, it should select the next WP
@kwdriver152
1) Dynamics... that is pretty strange. It is obvious that the real plane does not require trimming (and surely no backtrack in real life!) but on my system, control is very accurate and does not require trimming. If compared to the VRS Super Hornet, on my system at least, the F-35 is waaaay more easy and simple to control. I wonder if there is some reason why the FCS code does not work on your machine.
I cannot replicate this issue.
2) Aircraft undepowered - This is a right claim at high altitude... I am using default FSX-P3Dv3 aicraft dynamics which notoriously have an issue at high altitude. There is a fix for that (which I have applied to the F-14) but leads to inaccurate results... I'll see what I can do.
3) I understand your point. I have kept the bar as it seems to be the case in the latest F-35 SW.
4) N2 overspeeds - I understand... reason for this is slight tweaking to engine performance... and wrong overspeeding indication.
5) F-35B animation - this is a simulation engine induced issue...
6) Afterburner continues to be displayed going horizontal intermittently... it is a simulation engine induce issue... but maybe I can fix this.
7) Not been able to light the afterburner in STOL mode -> this was inhibited to prevent visual effect clashes
Once again - thank you all for your inputs and suggestions!
As I think you have seen, this is quite a complex project... and I needed testers like you to make it right.
Dino,
Thanks again for all your hard work.
I just wanted to comment on what @kwdriver152 put in his post about trimming. I also had noticed this and the condition I have seen it in is as follows.
After departure from airfield, wheels up, climb to ALT. Once at ALT A/C requires a bit of Nose Down Trim (about 3-4 clicks) for me to become stable on the horizon. At any given point if I move the stick AFT to apply nose up Attitude the trim setting resets pretty much to what it was on departure and begins to climb at about 15 degrees nose up until you once again apply Nose Down Trim to stabilize it again and in this case it is more than the original amount to get stable in some cases 7 clicks for me. This is something in my 25+ flights during this testing phase that is repeated on every flight no matter the A/C weight, CG, Weapons CFG or version whether it's the "A" or "B".
@All
Yes - I have been able to replicate the issue - it is particularly evident at high altitudes, and with lots of fuel.
The FCS code will zeroize the trim (as it tries to do its thing) whenever the stick is moved.
I believe the root of the problem is the fact that I have moved the tank location a little bit backward in order to get rid of the ground "rattling" problem when the A/C is sitting on the ground.
Dino,
Just wanted to publicly say thank you for your effort. While we are all testing I continue to watch the change log and notice the colors continue to change everyday which is awesome. I know you are hard at work not only real world but with this project as well and I just wanted to say thank you for that. Looking forward to the next round of testing.
Sammy,
Thanks for your appreciation. Beta 1 is now outdated.
I am not sure I will release a Beta 2 - in any case THANK YOU ALL FOR YOUR INPUTS!
NOTE: I have deleted two comments above sicne they were clearly spam messages
Hi Dino,
I don't know if it has already been said but it could be nice to enable the HMD X-RAY vision while hoovering to "see" where we are landing.
Nice job Dino
Seb
@Rafale Mirage
Design intent for that is tha HMD "X-Ray" is a pilot choice - I assigned it to brake key since most people will have a HOTAS key for it... hence, if the pilot wants, he can already do what you explain.
Also, TFLIR and DAS (if not commanded otherwise by the HMD) will point towards the ground during hovering.
Hi Dino,
Ok, I thought that when the gear was down, you could no longer have the X-Ray available. Thanks for the explanation.
Seb
@Rafale Mirage
No, X-ray vision is inhibited on a "weight on wheels" condition.
BR
Dino
Ok sorry, I got it all wrong ^_^
Dino,
I may have missed something along the way but have you tested this in P3Dv3 yet? Just curious as I am about to rebuild my machine and on another one of my HD I am installing v3. Just was curious if there was any issues reported if you have installed there. Thanks for any feedback.
@Sammy Holmes
...well, I am flying it on V3 from time to time, and I am including a custom Avatar - it seems to work as expected but as of today TACPACK does not support P3Dv3-so some features do no work (weapons/A-A radar/ECM/DAS/TFLIR/HMD and X-Ray vision...)
Ok thanks Dino, I am not sure where my head was asking that question as I know TP isn't on there and we have been testing TP options this entire beta......SMH, this is what happens when I think about the task of rebuilding my entire machine, my brain cells start to fry and I ask questions like I am 5, Lol. My apologies for such an idiotic question
is it close to realise, i can not wait any more and can die today because of it!!!
After flying it around for a bit, I think I have found another issues. I am currently using V3 for reference. The wingtip vortices are off. They seem to far behind and low off the wingtips to be coming from the wings. Here is an example of how it should look:
http://home.sandiego.edu/~orfinij-11/F-35_JSF.jpg
Now I know it can vary with loadout and the current environment etc etc, but it just seems off if that makes sense.
One quick question, is there any chance to beta test the newer versions as you are modifying them, or no? I know you initially said you weren't sure and I was just wondering. Thanks again for all your hard work. Amazing aircraft.
@All
Recently I have been very busy for my "real life" job - hence the development of the F-35 slowed down a little.
Also I have been busy for the preparations of the F-35 release from the "fiscal" point of view.
as for testing the Beta 2, it is still a possibility. Fact is, Beta 2 is not complete yet - and some features are still WIP.
I will decide once some of the missing core features are complete.
As for the release date, I planned for end of October - but given my current workload it is practically impossible. Current forecast is 3rd / 4th week of November... but it may slip again.
Dino,
Reqeust make a British Aerospace ATP!
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