F-CK-1A Ching-Kuo

This is really early and mostly untested.
New .air file based on the Aerialfoundry F/A-18C, later version.
So far, its less prone to rolling the tires after start up and 1/4 throttle won't get you past Mach 1.
does this airfile go with the orignal cfg? im using the AF F-18C aircraft cfg with the lights, contact points carried over
 
Its a renamed air file that I used on the later F/A-18C. Its the only thing for the FD I've changed so far.
So, yeah. Just drop it in the stock install, no changes to the aircraft.cfg file yet.

Just be aware, this is early (really early) stuff that I'm trying out.
One other thing we should consider, this plane doesn't have a VC. :wavey:
We can tweak it until the cows come home but its always going to look like an early FS2002 aircraft.

I don't mind throwing the kitchen sink at it, but we'll never make it perfect.
 
Meanwhile, Wiki lists the bases of the Ching-Kuo as RCNN (Tainan AB) and RCMQ (Ching Chuan Kang AB).
MAIW has both of these bases available along with Mirage and F-16 AI.
 
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since i have the virtavia/alpha gripen which i now believe is freeware. ive used its afterburner effects. its not perfect diameter but its better. most of the iris stuff with afterburner, the exhausts are far too large, same with a lot of virtavia stuff, too big or too small, so this has been the best compromise. im also experimenting with vapour and vortices effects

1790547643000.png
1790548592441.png
1790548604871.png
 
Ive fixed the wingtip contrails and given it new wing vapour from the kbt hornet and adjusted the specific parameters for the vapour to work
1790551528013.png
 
Yep, the afterburners are bigger than they look. I wanted to try the burner FX from the Vertavia Tornado but it looks like you found "close enough".
I have the Gripen and I was also planning to use the Super Hornet vapor FX. (y)
For tonight, I want to finish the textures for the T-37 and get them uploaded.
 
Here's what I've got for burners-

burners.jpg

I think the Gripen's FX files are as close as we'll get. I don't have the full burner effect turned on. To me, the flames look a little long but I can live with this.

light.13= 2, -21.60, -1.52, -0.90, fx_ALPHA_S39_AB
light.14= 1, -21.60, -1.52, -0.90, fx_ALPHA_S39_Exh1
light.15= 9, -21.60, -1.52, -0.90, fx_ALPHA_S39_Exh
light.16= 2, -21.60, 1.52, -0.90, fx_ALPHA_S39_AB
light.17= 1, -21.60, 1.52, -0.90, fx_ALPHA_S39_Exh1
light.18= 9, -21.60, 1.52, -0.90, fx_ALPHA_S39_Exh

Do these numbers look close?

The gear and scrape points really need some help. :eek: This is what I have so far, but something is really off. Its probably the damping or the damping ratio?
point.0=1, 8.833333, 0.00,-7.320, 2952.755906, 0, 0.842960, 45.00, 1.321440, 3.00, 0.573540,5.0,5.0, 0, 200.000000,250.000000
point.1=1,-7.333333,-4.25,-7.400, 2952.755906, 1, 1.842960, 0, 1.323441, 2.50, 0.582204,5.0,5.0, 2, 200.000000,250.000000
point.2=1,-7.333333, 4.25,-7.400, 2952.755906, 2, 1.842960, 0, 1.323441, 2.50, 0.582204,5.0,5.0, 3, 200.000000,250.000000

So, ah, nevermind. :ROFLMAO: What I forgot was to delete some known-good gear and scrape data that I added below those first three lines so I could compare the numbers. No wonder the fighter felt confused. Back to square one, maybe its a good time to watch a movie or get some sleep? :ROFLMAO:
 
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Some better [contact points] numbers. :wiggle:

point.0=1, 8.833, 0.000, -6.420, 2952.755906, 0 ,0.342960, 45.00, 0.221440, 2.500, 0.583540,5.0, 5.0, 0, 300.00, 250.00
point.1=1,-7.333,-4.250, -6.800, 2952.755906, 1 ,0.842960, 0.00, 0.623441, 2.500, 0.782204,5.0, 5.0, 2, 300.00, 250.00
point.2=1,-7.333, 4.250, -6.800, 2952.755906, 2 ,0.842960, 0.00, 0.623441, 2.500, 0.782204,5.0, 5.0, 3, 300.00, 250.00

I've also included the same data on a txt file (attached).
It feels like the COG is too tall, the wheels sit better but if you really put it into a hard turn on the ground the plane will "lift its leg" but it won't flip on its side.
 

Attachments

  • CPV3.zip
    249 bytes · Views: 4
heres my updated airfile and cfg

the effects used are from the virtavia gripen and the kbt super hornet. and its effects are tied to certain lights that are triggered by the aerialfoundry f-18 classics hornet (former payware) panel/gauges
 

Attachments

  • fck1 airfile & cfg.zip
    7.2 KB · Views: 6
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This is the old F/A-18A panel from the Aerialfoundry Hornet for FS2K/FS2002.
It isn't a perfect fit but its pretty darned close and a lot more functional. :wiggle:
Install the GAUGES zip contents directly to the new panel folder or to your Gauges folder in FS.

If your effects don't work automatically, just add those lines to the new panel.cfg file.
 

Attachments

  • OGf-18panel.zip
    1.4 MB · Views: 6
lol, I'm wrapping up an eight month virtual deployment in the Aerialfoundry former payware Hornet. :geek:
I can fly that thing while I'm asleep and still catch a three wire. :wiggle:

I used the older panel because the Ching-Kuo is an older MDL. It kinda "fits" better in my opinion.
 
Ye gods, what have I started? šŸ˜†

Have you looked at the panel from the Iris F-20? I haven't had a chance to fire up the laptop in a few days, so I'm not sure if it will work, but it seemed a logical choice as the Ching-Kuo was developed because they couldn't get the F-20, due to the 1982 US-China trade talks; comparing the two on Google they look a pretty decent match.
 
Yeah im thinking about starting a whole new thread dedicated to Kaz Ito's planes and bringing some life back into em..

F-20 panel is a good idea, one I hadnt considered.
 
Alex, yeah I have the F/A-18C panel. I've been staring at it since February. :ROFLMAO:

ohyeah.jpg

:ernaehrung004:

BTW, if you want to arm your Hornet with bombs and/or missiles just let me know.

Andy, the F-20 only has one engine. :wavey:
 
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Its time to un-Kaz the pilot with something a little more up-to-date.

unKaz.jpg

There isn't a lot to work with here, but Alphasim to save the day. :wiggle:
 

Attachments

  • newpilot.zip
    65.5 KB · Views: 2
Something that's still bugging me.
I've tightened up the [contact points] some more, but it still turns on the ground like it just walked out of a bar at closing time. :rolleyes:

point.0=1, 8.833, 0.000, -6.420, 2952.755906, 0 ,0.342960, 55.00, 0.221440, 2.500, 0.583540,5.0, 5.0, 0, 300.00, 250.00
point.1=1,-7.333,-4.250, -6.800, 2952.755906, 1 ,0.842960, 0.00, 0.623441, 2.500, 0.82204 ,5.0, 5.0, 2, 300.00, 250.00
point.2=1,-7.333, 4.250, -6.800, 2952.755906, 2 ,0.842960, 0.00, 0.623441, 2.500, 0.82204 ,5.0, 5.0, 3, 300.00, 250.00

static_cg_height=6.987310
:unsure:

I've never really played around with the static_cg-height. It might screw up the tires on the ground, but if I set it lower (maybe even negative) it should keep both the rear wheels on the ground?

Also, the long. value of the nosewheel is wrong. The number is either too big or too small. You can see it in the external view when you taxi.
 
You can learn a lot just after dawn or just before sunset. :wiggle:

tirepatch.jpg

Notice the shadows of the tires. This is my good apron at Ankeny. I know its at FS's real ground level. The mains are floating while the nose wheel is slightly pushed into the ground (but its "just right").
Either I made the tire radius for the mains too big, the Z position of the mains "too negative" (kinda like the opposite of height), or the static pitch is wrong (I'm playing around with a value between 1.0 to 1.4 degrees).

This stuff is a pain to figure out and takes a lot of testing but its one time where OCD pays off. :geek:
 
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