FSXBA Hornet

Thanks for the answer delta_lima,I suppose you have to be shut down,and have the parking brakes on to see these?
 
Shift+7 it is - thanks. Got a nice 3 tank option that suits me just fine.

cheers,

dl
Jimi and the gang haven't figured out a way to add the correct amount of fuel for additional external tanks you add with the SHFT+7 menu.
The weight of the empty tank, and it's drag values, are correctly added, when you select them, just as the A-A missiles, bombs, etc. are.
My solution, as a temporary measure, is to add the tanks into the [fuel] section of the aircraft.cfg file, but make their "amount of fuel in the tank" default values zero. That way, if/when I want to have the tanks on-board when flying, I use SHFT+7 to display them, and have their weight and drag values correct. Then, before take-off, I just go to the Fuel and Payload menu, and add the proper amount of fuel to them. Since there's only 1 value for that parameter, it's easy to remember, even for me.

Alternatively, you can add them into the [Fuel] section as before, but have the correct amount in them. That way, if you want to use them, they are already full and ready to go. If you don't want to use them, or only one or two, you can get into the Fuel and Payload menu, and change the displayed values to zero appropriately. Saves you from having to remember the correct amount for them. Even I can remember "zero"! :biggrin-new:

PhantomP
Thanks for the answer delta_lima,I suppose you have to be shut down,and have the parking brakes on to see these?​
Correct. Both engines totally spooled down to zero. Same for the APU. Parking brake set. I won't swear that you have to have the Generator, and Battery, switches off as well. I'll take a look.

Have fun all!
Pat☺
 
Jimi and the gang haven't figured out a way to add the correct amount of fuel for additional external tanks you add with the SHFT+7 menu.
The weight of the empty tank, and it's drag values, are correctly added, when you select them, just as the A-A missiles, bombs, etc. are.
My solution, as a temporary measure, is to add the tanks into the [fuel] section of the aircraft.cfg file, but make their "amount of fuel in the tank" default values zero. That way, if/when I want to have the tanks on-board when flying, I use SHFT+7 to display them, and have their weight and drag values correct. Then, before take-off, I just go to the Fuel and Payload menu, and add the proper amount of fuel to them. Since there's only 1 value for that parameter, it's easy to remember, even for me.

Alternatively, you can add them into the [Fuel] section as before, but have the correct amount in them. That way, if you want to use them, they are already full and ready to go. If you don't want to use them, or only one or two, you can get into the Fuel and Payload menu, and change the displayed values to zero appropriately. Saves you from having to remember the correct amount for them. Even I can remember "zero"! :biggrin-new:


Correct. Both engines totally spooled down to zero. Same for the APU. Parking brake set. I won't swear that you have to have the Generator, and Battery, switches off as well. I'll take a look.

Have fun all!
Pat☺
Hey Pat thanks for all the info,but can you please show what the extra fuel tanks section should look like in the in the Fuel section of the hornet config,and what the correct amount of fuel for them should be?
 
Hey Pat thanks for all the info,but can you please show what the extra fuel tanks section should look like in the in the Fuel section of the hornet config,and what the correct amount of fuel for them should be?

Happy to!
Code:
[fuel]
LeftAux   = -28.50, 0, 0, 418, 0.0 ;Tank 1     //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
LeftMain  = -28.50, 0, 0, 263, 0.0 ;Tank 2     //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
RightMain = -28.50, 0, 0, 206, 0.0 ;Tank 3     //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
RightAux  = -28.50, 0, 0, 532, 0.0 ;Tank 4     //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
LeftTip   = -28.50, 0, 0, 74.1, 0.0 ;Left Wing  //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
RightTip  = -28.50, 0, 0, 74.1, 0.0 ;Right Wing //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
external1 = -25.50, 0, -28.00, 0, 0.0    :Centerline Droptank, 330 gal. capacity 
external2 = -25.50, 5.51, -28.00, 0, 0.0 :Left station Droptank 330 gal. capacity
external3 = -25.50,-5.51, -28.00, 0, 0.0 :Right Station Droptank 330 gal. capacity


fuel_type = 2                                   //Fuel type: 1 = Avgas, 2 = JetA
number_of_tank_selectors = 1
electric_pump=1
fuel_dump_rate = 0.0025                       //Percent of max quantity per second
I don't believe you can jettison the tanks, so once you add them to the various stations, they are there. If you decide to dump fuel, I am pretty sure the system will dump externals first. I know it uses from the externals first.
Having said that, it's possible that with TacPac the tanks will be jettisonable (is that a word??). Bear in mind, though, that the fuel quantity in them won't jettison with the tank, I believe. So if you want to drop them, you will need to either use the "fuel dump" system on them first, or zero their amounts in the Fuel and Payload menu.
I don't have TacPac, so I can't speak to all this from personal experience.

The fuel totalizer display will show the fuel in them for you. You'll have to do the conversion from gallons to lbs, though, to interpret it. 330 gallons = 2185 lbs.
Remember to watch the plane's gross weight for landing aboard a boat. 33,000 Lbs is the max gross weight to land on the boat, and no more than 500 lbs in any external tank.
Apparently, early on, they had a situation or three in which the plane trapped aboard with more than that in an external tank, but not totally full, and when the plane caught the wire, the tank detached it's self when the fuel sloshed forward. Fuel tank would go shooting off the angle deck at about 130 kts., with everyone staring open-mouthed. Also, when the tank self-detached, it would trash the mounting system setups.
Needless to say, they made some changes in the NATOPS to cover this :biggrin-new:
I don't believe the sim will do this, but hey, why not do things right? :)

Notice I set up for my second method. Zero in the externals when the plane first loads in. That way, if you don't want to use them, you need to do nothing. If you do, add them with the SHFT+7 menu, and adjust the Fuel and Payload menu appropriately. When you add them with the SHFT-7 menu, the tank's weight and drag configurations will load automagically, but they won't have any fuel in them. Jimi and team are still working on that. This is a little side-step I came up with to at least get some fuel in them.

enjoy!
Pat☺
 
Brand new user to this version. Probably a dumb question, and I've certainly tried to figure it out using the included manual and scanning the cockpit - but how do you turn on the FCS? I have an "FCS INOP" message in my HUD that won't go away. I tried the FCS reset on the left side panel.
 
Thanks Pat,I appreciate you taking the time to explain your little sidestep to having extra fuel tanks on FSXBA Hornet.:encouragement:
 
Brand new user to this version. Probably a dumb question, and I've certainly tried to figure it out using the included manual and scanning the cockpit - but how do you turn on the FCS? I have an "FCS INOP" message in my HUD that won't go away. I tried the FCS reset on the left side panel.

Unless PhantomTweak wants to repeat on SOH, here is the thread start on FCS issues. The system is on by default once the gens come online.
http://www.fsdreamteam.com/forum/index.php/topic,16514.150.html
 
Took me forever to get rid of the FCS Fail -- had to install the SDK to get SimConnect updated, install the latest FSUIPC, and move the P3D-specific files to the right place.

Worth the frustration, though! What an amazing plane! And it flies a whole lot better and more realistically with the FCS active. :)
 
Wondering (am away from sim pc) if anyone has done a transplant of the latest VC into the Captain Sim D model. I'd expect loadout and stores functionality would be lost?

cheers,

dl
 
Wondering (am away from sim pc) if anyone has done a transplant of the latest VC into the Captain Sim D model. I'd expect loadout and stores functionality would be lost?

cheers,

dl

Yes, I have, and yes, it is lost!
I did do bit of recoding though, so the stores manager would work with the weapons modeled on the CS D.
 
Yes, I have, and yes, it is lost!
I did do bit of recoding though, so the stores manager would work with the weapons modeled on the CS D.

Well that's encouraging, Dave!

The "physical" vc likely won't give me an issue, just fussing with eyepoint stuff, and having all the relevant textures etc. But the coding part I'm curious about.

If there's any tips you could share, I'd be most grateful, since I have no idea where to start. FWIW, I'm looking for just a center tank (and maybe the wing tanks) and the AIM-9s, at most.

Cheers,

dl
 
I'll have to go back and see exactly what I did, can't remember all the details of the top of my head.
 
I did a merge of the 32 bit FSXBA VC and the CS Delta in P3Dv3. It was relatively straight forward. But I was not worried about Tacpack. The configurator for the CS model worked though.
 
Thanks gents,

Good point on the CS model's own stores configurator. If no one posts up their VC coordinates, I'll put up mine tonight when I'm done.

cheers,

dl
 
Well, the good news is the VC popped in using the existing eyepoint coordinates. A quick flight appeared to show the main systems worked.

I get a red "FCS Fail" error on the HUD, and it appears there's a call to the fcs.dll that somehow isn't working properly.

I don't have any form of stores generator, though mapping to the "training" appears to hardcode in the centerline tank - I'm ok with that.

Also, never got the D canopy texture (in spot view) to look right - almost invisible.

I suppose all this talk about the D is off topic in this thread, but if anyone has addressed these to suitable satisfaction, the help would be most appreciated.

cheers,

dl
 
I get a red "FCS Fail" error on the HUD, and it appears there's a call to the fcs.dll that somehow isn't working properly.
Remember, P3D doesn't come with FA-18.dll, which you must have. The way to get it is to copy it over from an FSX Acceleration install, or FSX:SE.

You must also be sure you're utilizing the correct Hornet_FCS.dll file for the P3D version you have. The 64 bit .dll is different from the 32 bit one.
You must also have the correct Simconnect, FSUIPC, .NET Framework, C++ Redistributable, and so on installed.

Hope this all helps somehow.
With the FCS fail message, the thing that makes the FSXBA Hornet such an amazing bird, the FCS, is disabled. Of course, using the CS Hornet, you may not be able to apply the FCS to it anyway...
Pat☺
 
I don't know about the FSX version, but the latest version for P3d v4 doesn't use the old FA-18.dll as it won't work in v4 anyway.
I copied the complete FSXBA panel.fleet into the CS F18D folder along with the contents of the texture folder, the air and TacPack.ini files. Also edited the CS aircraft.cfg with most of the info from the FSXBA aircraft.cfg. No "FCS fail" message, everything works as it should.
 
Hi gents,

I’m not running P3D-am in FSX-A.

Since the latest FSXBA Hornet runs fine with no errors, I’m confused as to why the dll error.

I’ll review the VC transplant again tonight.

Thx.

PS - I apologize for bringing in the CS "D" model into this - it's bringing in P3D commentary also which isn't really helping either - I'll start a separate thread on the D model merge for FSX.

thanks,

dl
 
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