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  • Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning

New version of the F-35 in the works (payware)

Great work Dino . Will the F-35B be a true hovering aircraft or more like a helicopter .

Hopefully he'll just enlist the aid of Rob B. for the powered lift part of the flight envelope.

BTW Dino, it looks great and as long as there's a blank texture released for the rest of us to add markings to, like your original release, I wouldn't worry about having only one texture. Heck, if you do want more textures to release, just look around here at the people who painted the previous version and enlist their help for more textures if you want them in the release pack. People at SOH are always willing to lend a hand, that's what makes this place special.
 
Hopefully he'll just enlist the aid of Rob B. for the powered lift part of the flight envelope.
He did; and I will :icon_lol:

And will the STOVL system in the –B operate like in the real plane? So: speed controlled by a switch instead of throttle and stick, and vertical speed (not pitch) controlled by fore-aft stick movements, and left-right (not roll) controlled by left-right movements of the stick?

"And will the STOVL system in the –B operate like in the real plane? "
The problem is to know what the real plane exactly does, and how the real pilot commands it exactly.
Unless you're a real (test)pilot, we are probably using the same (incomplete !) sources of info on that.
Like the 10-min Youtube movie, where this guy in the F35B-simulator explains how the F35B goes into hover-mode by clicking a switch on the stick.

So if you state:
" .. speed controlled by a switch ...", how do you think/know that will work IRL ??
I mean this: suppose a F35B wants to land on a moving aircraft carrier at a designated spot, what/how does the pilot need to do to approach the intended landing spot and keep hovering over it ... ??

Not trying to shift the problem from "designer" to "user" here; just trying to clarify that asking " ... will the STOVL system in the –B operate like in the real plane?" is kind of impossible to answer; since no one here knows what "real" is in all detail.

Regards, Rob
 
He did; and I will :icon_lol:



"And will the STOVL system in the –B operate like in the real plane? "
The problem is to know what the real plane exactly does, and how the real pilot commands it exactly.
Unless you're a real (test)pilot, we are probably using the same (incomplete !) sources of info on that.
Like the 10-min Youtube movie, where this guy in the F35B-simulator explains how the F35B goes into hover-mode by clicking a switch on the stick.

So if you state:
" .. speed controlled by a switch ...", how do you think/know that will work IRL ??
I mean this: suppose a F35B wants to land on a moving aircraft carrier at a designated spot, what/how does the pilot need to do to approach the intended landing spot and keep hovering over it ... ??

Not trying to shift the problem from "designer" to "user" here; just trying to clarify that asking " ... will the STOVL system in the –B operate like in the real plane?" is kind of impossible to answer; since no one here knows what "real" is in all detail.

Regards, Rob

Hello Rob,
<o:p> </o:p>
My input is based on two flights in the F-35 cockpit demonstrator where the VTOL controls were explained to me by Lockheed Martin personnel, after which I made a few landings. I don’t pretend to know more about the system that I told in my post, and I certainly do not know whether the flight behaviour of the sim was totally representative of the real plane. But I think the basics that I mentioned (the way you give control inputs) is correct.<o:p></o:p>
I wrote two short articles about this for a Dutch aviation magazine. If you want I can send them to you.
 
And yes, I did land on a moving ship. The controls are completely decoupled (it feels like an arcade game). So if you adjust your forward speed to first overtake the ship and then fly beside it, let’s say on the left side, you then move the stick to the right. The plane will move to the right, but forward speed will not change and you will stay at the same altitude. If you are above the place where you want to land, push the stick left to stop the movement to the right. Make small adjustments to speed to move fore or aft relative to the ship if required, and then push the stick forward to lose altitude. Again, the controls are decoupled, so your forward speed will not change. I understand this is because a datalink between the plane and the ship with differential <st1:stockticker>GPS</st1:stockticker> keeps track of the exact position of the plane relative to the ship. By the way: as I said, speed is controlled with a switch on the throttle. A short push down is one knot up, a longer push down is ten knots up. Short push up….. well you can guess.<o:p></o:p>
Of course all this only works in STOVL mode (a switch on the upper left of the instrument board if I remember correctly, used in other versions of the plane to control the tailhook.<o:p></o:p>
 
And yes, I did land on a moving ship. The controls are completely decoupled (it feels like an arcade game). So if you adjust your forward speed to first overtake the ship and then fly beside it, let’s say on the left side, you then move the stick to the right. The plane will move to the right, but forward speed will not change and you will stay at the same altitude. If you are above the place where you want to land, push the stick left to stop the movement to the right. Make small adjustments to speed to move fore or aft relative to the ship if required, and then push the stick forward to lose altitude. Again, the controls are decoupled, so your forward speed will not change. I understand this is because a datalink between the plane and the ship with differential <st1:stockticker>GPS</st1:stockticker> keeps track of the exact position of the plane relative to the ship. By the way: as I said, speed is controlled with a switch on the throttle. A short push down is one knot up, a longer push down is ten knots up. Short push up….. well you can guess.<o:p></o:p>
Of course all this only works in STOVL mode (a switch on the upper left of the instrument board if I remember correctly, used in other versions of the plane to control the tailhook.<o:p></o:p>
Hi "Stickshaker",

Now, that's some great info. Just what I needed :)

I can implement it almost exactly as you describe, including the switch to control the fore/aft speed.
And yes, I would be very interrested in the articles you wrote. Can you EMail them ?

I can do even better...
Since Dino is still working on his -B visual model, I'm using the old IRIS (made for FS9, now freeware) F35B as testmodel to implement my VTOL stuff.
If you want, I can send you a test package to experiment with. I just need a day or two to implement the speed switch, and change the elevator control for V/s up/down during VTOL.

Can you contact me via normal Email to continue this conversation ? Because you probably have more relevant info then you know :)
I'll PM you my Email address (it's also in the READMEs in all my VTOL addons).

Best, Rob

PS: Do I assume correctly that you are Dutch, like me ?? (
 
Very interesting but ......

do you plan to work on FPS ????

I have bought your first F-35A and it is the "FPS heavier" payware I have on FSX.
I fly it very rarely because of this reason.
Too bad !

Average Flightsimmer do not have 15,000 $ plus AlienWare PC's optimised for game only
and used only for games and are in fact, the vast majority of your potential market.

A by far lighter approach on FPS would be welcomed for the future.
Consider this as a positive and constructive remark.

Best regards
:salute:
VaporZ
 
A quick update - above are the different visual models for the F-35A with JDAMs, JDAMs+fuel tanks and CBUs. F-35A is now ready for Beta, so I'll move to the F-35B.

If you'll need of a very good pilot :bump: with a medium performance pc for the beta tests, feel free to contact me! :mixedsmi:
Goodbye
 
VaporZ & all others who bought the original F-35A, if you have low FPS's in the VC, go into your F-35/Panel folder and open the CFG file. In all the Vcockpit entires except [Vcockpit01 and 07], edit the pixel_size from 2048,1024 to 512,512 or just copy and paste this entry: 512,512//2048,1024 and then save. That should sharply increase your FPS performance in the VC. Making the change gave me target FPS did not kill my VC resolution/detail. Give it a try and see if that helps.

Very interesting but ......

do you plan to work on FPS ????

I have bought your first F-35A and it is the "FPS heavier" payware I have on FSX.
I fly it very rarely because of this reason.
Too bad !

Average Flightsimmer do not have 15,000 $ plus AlienWare PC's optimised for game only
and used only for games and are in fact, the vast majority of your potential market.

A by far lighter approach on FPS would be welcomed for the future.
Consider this as a positive and constructive remark.

Best regards
:salute:
VaporZ
 
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