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Alphasim F7F Tigercat update.

Sbob

SOH-CM-2025

:wiggle:

I made some updates for the Tiger so it can be used as a carrier landing trainer.
This is slightly ironic since only the final Tigercat variant was carrier qualified, the night fighter operated from land bases.
Still, its very stable. Its also very crude by today's standards. You've got your eyes, ears, hands, feet, and backside to figure it out.

Check out the readme file, I wrote about how to land it at sea.
You need to assign a key/button for the tail hook if you don't already have it AND the wings fold so you might want to add that control as well.

You can download the Tigercat for free from Virtavia:

http://www.virtavia.com/Freeware/

One thing I didn't include in the kit was the dark red VC light for the cockpit. I don't recommend trying to do a carrier landing at night unless your carrier scenery has some night lighting. I attached a zip to this post that has the VC light fx file. Just drop it in your FS9 EFFECTS folder if you don't already have it.

Any questions or comments? That's why this thread is here. :very_drunk:
 

Attachments

  • RedVClight.zip
    609 bytes · Views: 4
Oh, something else I was goofing with. I leaned on the Tigercat as a carrier trainer because SOH has a really nice F4F Wildcat in the Donationware section. The problem was that it was impossible to see anything in the VC when I was on short final. Not a good situation when you're about to smack into a big ship. :dizzy:

I finally figured out that I wasn't the problem (for a change) and that the pilot was sitting WAY too low in his seat. :wiggle:

To fix this, open your donationware F4F aircraft.cfg file (in Notepad) and find the section below:

[Views]
//eyepoint=-3.00, -0.00, 3.05
eyepoint=-3.00, 0.00, 3.42

The old eyepoint is //'d out. Note that only 1/3rd of a foot makes a big difference. This is a compromise, its really tight under the Wildcat's canopy so this is a good excuse to take off and land with the canopy open, like a proper aviator. :loyal:
 
On the same Subject, if there isn't a Tutorial out there to set up Landing Zones for the usable Carriers in FS9 one would be very useful! :)
 
:love:
Seriously, this is where having FS2002 and a program called Nav becomes important.
Nav can be "fixed" to your present position and displays lat/lon in the same format the landing zone programs (ARRCAB, RCBO) use.
You HAVE to have FS2002 for Nav to generate a data base of installed airports, that was a bit of a disaster in my old B-52 thread.
Nav will work with FS9, but unless it can generate its database from FS2002 its FUBAR'ed.

Fortunately, there's another way but, trust me, you'll get a headache.

Landing zones are defined using four precise points, usually on the landing deck. There's also a scenery add-on for Fentress NALF (just west of NAS Oceana) that adds a nice landing zone practice area.
The big problem is that the four points that define a landing zone need more precision than FS and all the scenery progs I know can produce.

I did at least one long paragraph on lat/lon formats in the "Getting Buffed" thread. Read that (so I don't have to write it again). :very_drunk:
Basically, you have to convert the DDD MM SS normal format to DDD.DDDDDDDDD (as opposed the FS's DDD.MMMM format).
It isn't hard, its just a tedious pain. :banghead:

Or, my ARRCAB landing zone dat file now has over 100 entries. There's a good chance I already have your scenery installed. Shoot me a private and I can send you the landing zone definition points or, better yet, my complete ARRCAB dat file.

BTW, Viper. In the real world, were you ever my Boss? We always seem to have these conversations. :p:ROFLMAO::ernaehrung004:
 
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Jeez, one more thing that can be tricky with landing zones is "height" or "altitude".

If you're pretty sure you're sticking the hook in the right spot but you don't get a trap, in many cases its because the deck height is off and your arrestor prog thinks your hook is too low or too high. :banghead:

There's a very basic question in FS when it comes to figuring out how high you are above the Earth. What, exactly, defines it? :dizzy:
For that matter, what IS "it"? The position of the altimeter? How about the altimeter probe? The height of your eyes? The COG of your plane?

The best way I've found to gather altitude data is in your Traffic Tools folder. You can generate a complete list of airports and their runway altitudes as a text file. Just look up your ICAO and you're good to go.
This includes ALL of your runways, even if they are out at sea.

Except.. Carrier landing zones can, and do, get messed up due to faulty or missing flatten BGL's.
It could be the altitude was written in the BGL while the author had a weather front set up, or there was a transcription error, or they were working in feet/meters when they should have been working in meters/feet. Or, you set the layers wrong when you installed the scenery. FS is not the most exact hobby you can pick, and thank goodness for that. :ernaehrung004:

This brings up the other tool I always install in FS, Alphasim's Sikorsky S55. Its more than a workhorse in the virtual world.
The S55 has a rotor hub that, basically, defines the position of the chopper in FS. Better still, it has a nifty altimeter. Hover your mouse over it and a pop up box will appear that shows you your altitude as digits.

Now, if you're guessing about an altitude, go to an airport where you know the published altitude is right. Write down that info, then write down the digits when you hover your pointer over the altimeter. Use the difference in those numbers when you go to your "problem child" scenery and do it again. :ernaehrung004: Nothing to it. Just don't forget to keep hitting that B key. Differences in barometric pressure has led many good simmers :wavey: down a false path.
 
While I'm on the subject of the Tigercat, there's something I'm looking for that's driving me nuts.
Fly the Tiger high enough, pin the throttles all the way forward, then go into a 60 degree dive. :jump:
The Tigercat will go into "compressibility" at roughly the same time the OVERSPEED alarm would trip and the control surfaces will freeze.
I know, right, cool. :LOL:
What I'm looking for is a sound file. Imagine a Stuka in a dive with the siren turned on.
I want something like that, or close to it, for the overspeed alarm.

Anyone know if there's a sound folder for the Stuka that includes the siren? :wiggle:
Update- https://sim-outhouse.org/sohforums/resources/stuka_sound.5063/
Bwahahahaha... :p I'll be BACK.
 
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