F-18C FS dreamteam?

lazarus

Charter Member
Has any one been monitoring this? Whats the story?
http://www.fsdreamteam.com/forum/index.php/topic,6944.345.html

Links to google drive for D/L of development packages. I Just noted and D/L'd the other day, loaded up and went for a quick flight.
Initial impressions: D/L and load up straight ahead, with no conflicts with the default or Sludge or Combat Bugs. "Sludge" of the Sludge Hornet
is one of the Dev's, the model base is I guess the default Bug?
Flight model feels like a Hornet, going aboard no problems, but with big improvements in deck manners:encouragement: Multiple models with AA and AG load outs
(6AAMRAMS,6'Winders,C/Ltank; LGB's/Tank; Mavericks/tank; Zunis/Tank) other things noted in a 'couple of quick hops: HDD radar has AA and AG modes, and AG mode
DOES show AI shipping, inc AICarriers spawns:applause: Full flaps toes in rudders for T/O, :applause: A lot of functionality built into cockpit, haven't had time to try it all.
So far (?) the weapons are for show, but who knows what comes down the road. Two big thumbs up.
View attachment 8519View attachment 8520View attachment 8521View attachment 8522
 
It's the FSX Blue Angels 2014 Hornet. The 3D model was created by Jamal "Spins" Ingram for MadCatz as part of the Combat Pilot package. The HUD is by Jivko "Neutrino" Rusev (featured in the Combat Hornet, Sludge Hornet, and previous versions of the FSX Blue Angels Hornet). The effects are from the Sludge Hornet, and the flight dynamics are by Justin "Jimi" Hendrix. The PFD gauges are from the default Acceleration Hornet, but everything else is custom.
 
Old FSX Acceleration Hornet repaints

.... Dumb question - but I'm assuming these will not work, correct?

I 'm away from sim PC for a few days - can't verify, thought I'd ask ....

dl
 
The exterior model looks totally new but the VC clearly is new. It's an incredible model but I am having a minor issue with FPS loss compared to the previous model. Not sure what the cause of that is but I'm going to investigate.
 
That's correct, Acceleration Hornet repaints are not compatible. It's a completely new 3D model, inside and out.
 
Regarding the FPS issue, oddly it seems "degenerative" meaning the FPS starts out at target(30FPS) but over a short period of flying, the FPS steadily degrades until it almost turns into a slide show. I am running a fairly high system which runs models like the VRS Superbug and other hard hitters like the PMDG 737-NG and Aerosoft Airbus X Extended and those run target FPS 90% of my flying time. This makes me wonder if there is a Memory/VAS issue going on with this model. It also seemed a bit underpowered and drag builds excessively even in standard rate turns. The latter is an easy fix but whatever the FPS issue is seems pretty complex.
 
I noted no cumulative FPS drop, and if any one was going to get that, it would be me. Ran several back to back sorties, full fuel to bingo and recover-steady right the way along.
I did note some texture issues with the 'D'-yes; a two holer! But. The bump map for the cockpit- f-18_dds_4_N, is assigned to 'environment map', and the Env_Cube DDS wont load- 'not a power of 2';though it is, nor will it convert!:dizzy: the file corrupts, and replace/rename with another env map-at 512x512 size-gives the same result.
Air speed bleed in a turn seems normal to me. Wipes chin and sez 'I dunno'.
Hey, its a 'in development' project though. Lots of promise, this one.
 
I found the FPS issue. After repeated tests with no FPS change/degradation, I pushed the Hornet up in speed near Mach 1 and suddenly I got a 10 to 15 FPS drop! In these models, there is a Mach Shockwave Vapor Effect(named- Sonic_boom_hornet) and its written into the Smoke section of the aircraft config. There are 6 entries for this effect:
smoke.8= -41.00, 0.00, 0.00, Sonic_boom_hornet1
smoke.9= -43.50, 0.00, 0.00, Sonic_boom_hornet2
smoke.10= -46.00, 0.00, 0.00, Sonic_boom_hornet3
smoke.11= -48.50, 0.00, 0.00, Sonic_boom_hornet4
smoke.12= -51.00, 0.00, 0.00, Sonic_boom_hornet5
smoke.13= -28.50, 0.00, 0.00, Sonic_boom_hornet6

From the appearance of the effect in the external view, it is a cascade/stepped effect that begins in one position forward of the horizontal stabs and as speed pushes up to and past Mach 1, the vapor effect moves aft. For me, the FPS drop happens as soon as the effect kicks in (regardless of whether I am in the VC or External view). For whatever reason, the FPS hit does not abate when the effect goes back to it's "off" position as if there's a invisible "dummy" effect which continues to run. I'm only speculating but the effect make hit some user PC's and not others. I am going to comment out the effect and see if that helps.
 
Can now confirm, the Mach/Sonic Boom(visual vapor effect) was causing the FPS drop issue for me. Again, not everyone may experience this problem but if you do, commenting out the lines listed in the above post will cure the issue.
 
Thanks Orion for confirming.

I had downloaded an earlier version of this a few months back when the mixup occurred in Jamal's "New Legacy C/D" version came up and it had been referenced there. I don't recall there having been a D version in that pack - so this version really intrigues me. With the model still in some form of "beta" mode, understandable that at present, there be few repaints for it.

Thanks for the heads up Laz, and to Storm for the FPS investigation.

dl
 
I was trying to help Jimi edit the animations of this using MCX, but unfortunately MCX can't cope with the animation of the pilot.
Basically either the pilot needs to be replaced with a different one or the MDL needs to be imported into a different application for editing.
I'm sure Jimi would appreciate any suggestions.
 
Some particle effects really hit hard, depending on the machine-OS combination. The alpha Lun's effects just butcher frames on my rig; other heavy smoke/spray combinations hardly nudge the frame rates. Most of the time I'm just astounded that the Sim works as well as it does!
On the 'D' model. I moved the bump map assignment _4_N to the bump map line, and MDLX did export a clean model, although the size jumped to 17Mb! I saw no FPS drop, though. The 'blued out' cockpit is displaying properly, though the Env_Cube (canopy reflection)map still refuses to display. That confirms that bug, at least. I want to tinker a bit with that and see if that glitch can be isolated, send the guys a email and a B_Z. Its shaping up to be a very sweet ride!
 
Spotted and tried this one out recently. Auto trim - three different programs in normal, launch and landing modes - was quite weird at first. Need to be sure your stick and pitch trim are neutral and calibrated before launching FSX. Now that I am used to it, it feels very stable in normal flight and fun to trap.

Lazarus, you old salt! How did you get the radars to work and find the AI shipping?! I have the 'bootleg' manual for the default/Accel Hornet (FSX didn't have one) and the dreamteam one but still not enough detail for me to figure out how lock onto an air or ground target . .
 
Oh, my; its 'orrible complicated. on one of the MFD's, select 'MENU', then 'RDR', then select 'AG' on the big green push button switch upper right corner of panel:biggrin-new:
I never saw the default MFD radar show any thing on the surface, unless I missed it some how. The 'traffic radar' gauge (Brian's Nimrod) gives more info when you hover the cursor over a target; heading/speed/ altitude, and the colour indicates type-air or ground, plus a proximity alert... This one might too, didn't try that. While not as nice a display as ASR4, it serves to find the boat, with out supplementary programming. Also works well on space AI objects, and for radar bombing. I still have monkey about in the cockpit; see what does what. Traffic radar also shows a dropped object- interesting with sonobouys or smoke markers in a search, or ASW setting. Found that by accident testing torpedos. If you add a 5 deg nose down to the model before export, when dropped, it proceedes to motor off along direction of flight.
Now, I can confirm that the display problem with the 'D' model are due to the _4 texture (external model cockpit) having bump and environment maps transposed. I also had a black HUD on the external model causing a 'flat spot' on the windscreen, while the 'C' did not, so I changed the 'D's HUD texture to the F-18_glass texture, same as the 'C', rather than the fresnel ramp texture assigned in the 'D', that cleared it up, and its displaying normally. The Env-Cube map problem is a MDLX glitch and should be ignored, it seems to work properly, and gives the same error when reading the 'C' model. So I'll Email the guys at dream team with those findings, hopefully a fixed 'D' comes come along shortly. While the model comes out of MDLX when repaired at 21 mb (17 is the before size. oops) and runs perfectly, the devs will have to do the fix for release. I wonder if the same results could be had by re naming textures to give the same result, with out having to diddle with the model. I'll have to look. Better, maybe. The good news is its not a fatal flaw in the model, just finger trouble. Good news. I like 2 holers, always though the 'D' was somehow a better looking machine, and I've always shot better landing in a multi-seat machine- just aim at the button, and when the CoJo or GIB goes white and rigid; or starts to scream, pull back on the throttle and stick!
Works like voodoo every time!
 
I was trying to help Jimi edit the animations of this using MCX, but unfortunately MCX can't cope with the animation of the pilot.
Basically either the pilot needs to be replaced with a different one or the MDL needs to be imported into a different application for editing.
I'm sure Jimi would appreciate any suggestions.

MCX' animation support is too limited to do this.
Also, importing and modifying the model into another program is not possible.

Either message the developer about this or, well...live with it.
 
MCX' animation support is too limited to do this.
Also, importing and modifying the model into another program is not possible.

Either message the developer about this or, well...live with it.

As the original author of the model, and because I'm working on a full payware model spanning all of the Hornets, I'd ask that it please not be modified.

Thanks,
Jamal
 
Spins,
I have been drooling over your legacy for a while! Besides asking the obvious (like when it's going to be released or how far along the development is).. Do you think you will be doing a pre-order thing? Thank you for the freeware model and the upcoming pay ware model.. I will have both!:a1310:

Code:
 
As the original author of the model, and because I'm working on a full payware model spanning all of the Hornets, I'd ask that it please not be modified.

Thanks,
Jamal

Judging by your work so far, you will certainly be getting my investment when the time comes!
 
Spins,
I have been drooling over your legacy for a while! Besides asking the obvious (like when it's going to be released or how far along the development is).. Do you think you will be doing a pre-order thing? Thank you for the freeware model and the upcoming pay ware model.. I will have both!:a1310:


Thanks, DMan!
I can't give a precise timeline I'm sorry to say, and I'm sorry in advance for highjacking this thread with this update picture. Here's a shot with TacPack weapons. Targeting and ordinance delivery is working:
14182128364_f576333dee_b.jpg


Jamal
 
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