Fa 18 Hornet Fsx Sdk

вторник 12 ноябряadmin
Fa 18 Hornet Fsx Sdk Rating: 6,4/10 7131 reviews

For TacPack-Powered VRS F/A-18E Superbug SuperScript. Products leveraging TacPack SDK to bring true combat systems to life in FSX/P3D! Why to put 2D HUD in VC if there's a special VC HUD gau and SDK on how to do. The FA18 that CS has setup and automatically installs with their program. If you would happen to be talking about the super hornet for fsx.

Hi folks,
So, it's official, I'm now a full-time flight simulator developer! It's only taken me about three years to get this far, but I'm hugely excited to be doing this - the new FS2020 sim and general feedback on my freeware releases in 2018 tipped the balance for me, as well as learning Blender and the easier modeling that it allows. The DC Designs brand is aimed squarely at the mid-level user - those who want high-quality visual models that fly right, but don't want to spend half an hour pressing buttons just to get the engines started. Aircraft will come with custom gauges for instance, but they'll be simpler than the study-level versions available at the moment.
The Super Hornet package will contain all three versions of the Super Hornet, each with three colour schemes, and a paint kit will be included with the release. There will also be an illustrated manual for those who do like to dig a little deeper. Custom animations and custom HUD / MFDs will also be present, as will as ordnance load-outs selectable via an MFD display in the virtual cockpit controlling the visibility of stores. Tackpack and vACMI compatibility will be there, but it will be left up to the user if they want to adapt the aircraft to use live weapons in this way - VRS have the weaponised FA-18E comprehensively covered, and it's beyond my target market anyway.
If this first release sells reasonably well, then it will become the first in a line of such products, both military and commercial, modern and yesteryear that are lined up for release through 2020 and on into the future. All will also be converted for use with the forthcoming FS2020, once we have an SDK to work with ( I'm corresponding with some of those in the know at this time regarding that, but info is sketchy right now ).
OK, some images. Release date is set for early 2020, as long as all continues to go well. Fingers crossed for this one!

F/A-18 Combat Version. This is the Acceleration F/A-18 Hornet equipped with 20mm M61 cannon and a fully functional air-to-air gun mode found in the real F/A-18. With the two radar modes, the two gun sights and the flying tracers, the virtual dogfight will be very similar to a real one. You will not be able to shoot down other aircraft, but you will receive an immediate indication on your HUD if a bullet hit the bandit. The flight model is unchanged from the Acceleration F/A-18 except for allowing manually controlled flaps and reducing the arresting wire tension for smoother carrier landings. The HUD is an upgrade of the Realistic F/A-18 HUD by Jivko Rusev and Scott Printz, which allows ILS and TACAN navigation for aircraft carriers. You will also get a couple of additional gauges - an In-Flight Refueling Gauge, PLAT Camera and a Carrier Landing Gauge. By Jivko Rusev.

You will find a detailed description of the A/A Gun mode in the Air-to-Air Guns Manual that comes with the package.

Description of the additional gauges can be found in the folder.

This package requires Flight Simulator X: Acceleration!

1. Copy the folder 'FA-18_Combat', contained in this package, to .
2. Copy the content of the 'Effects' folder, contained in this package, to .
3. Map the function 'Release Droppable Objects' to a button on your joystick and make sure the slider Repeat is all the way to the right (max).

You can choose the aircraft by selecting 'Neutrino' in the Publisher drop-down menu.


Head-up Display
1. Accurate F/A-18 HUD symbology
2. Transparent HUD glass
3. Blue/green color
4. Ground Proximity Warning System
5. Barometric/radar altitude
6. Caged mode

Carrier ILS/TCN Navigation
1. Default Acceleration carrier: 111.00 MHz or TACAN channel 47X
2. Javier's Nimitz carrier: 112.00 MHz or TACAN channel 57X
3. Clemenceau carrier: 113.00 MHz or TACAN channel 77X

HUD Radar modes
1. Radar Gun Acquisition (GACQ) sub-mode (20 degrees forward looking within 5 nm)
2. Radar Single Target Track (STT) sub-mode (TD Box, range and closure rate)

A/A Master Mode
1. Air-to-air guns mode enabled with two gunsights:
1.1 Funnel Mode
1.2 Gun Director Mode (Gun Reticule with 'SHOOT' Cue)
2. Realistic Gun:
2.1 Precise ballistic trajectory of a 20mm PGU-28/B round fired by M61A1 Vulcan
2.2 HIGH/LOW rate of fire (6,000/4,000 rpm)
2.3 Feedback if target was hit

Additional Gauges
1. Carrier Landing Gauge (Shift+7)
2. PLAT camera crosshairs (Shift+8)
3. In-Flight Refueling Gauge (Shift+9)

Flight Model
The flight model is unchanged from the Acceleration Hornet except for manually controlled flaps for more realistic landing speeds and arrestor wire tension reduced for smoother landings.

What the Combat Hornet doesn't do?
You will not be able to shoot down people in mulitplayer or AI in free flight. Although this limitation can be overcome, I don't think it is necessary especially for gunnery practice. You will get immediate feedback on your HUD if you made a good shot.

Modifying for personal use
If you wish to modify the Combat Hornet for your own personal use, you are free to do that. You can add textures, gauges, effects, sounds or change the .air file. Do not replace the aircraft.cfg or panel.cfg, only edit them as necessary!

1. With TrackIR, if you shift your head (left/right, up/down), the target box will not be exactly on top of the bandit. This is because the HUD is not collimated. Without TrackIR you will not experience this problem; there may be slight misalignment as you accelerate or decelerate, but it will still cover the target. Unfortunately HUD collimation can be provided only by the model designer. Even with misalignment, the SHOOT cue will give a correct signal to open fire.
2. To minimize the loss of HUD conformality with TrackIR, you can reduce the y-axis sensitivity and increase the deadzone.
3. You will not be able to fire in 2D cockpit view or external view. The trigger is active only in the virtual cockpit.
4. For some reason sharing the cockpit with another player in MP fails.

SPECIAL THANKS to the beta testing team: Orion Lyau, Christian 'Sludge' Snow, Benjamin 'Afterburn' Rothstein, Razgriz, Sonofabeech, Capthaltli, Mickey_Techy, IRONDAN, Steven Frost, Peter797, Frankwi, Paul French, Randall Freeman, DButler.

Thanks to Orion Lyau for his help in editing the manual.

In-Flight Refueling Gauge by Andy Niko & Jivko Rusev
PLAT Camera crosshairs by Jivko Rusev
Carrier Landing Gauge by Jivko Rusev
Sound Gauge (dsd_xml_sound3) by Doug Dawson
Transparent HUD glass by Enrico B.

F/A-18 Combat Version in flight refueling.

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