delta_lima
Charter Member 2015
For my part, I have not yet seen where the lack of TP materially reduces my enjoyment of FSX. The only small gap perhaps might be insofar as A2A refueling goes, and I believe TP is not the only option for that in any case. Like Duckie and others, I fly either clean or tanks only most of the time in FSX. For flying combat missions, I go to Strike Fighters. While I maintain my position I laid out in the MV Phantom thread regarding the development philosophy that requires TP into the critical path of a model's launch as opposed to a follow-on effort, I just accept that many devs do it, and carry on.
Back to this project, even as a decidedly non-TP beta tester, I have been to get the loadouts I wish from the guidance provided in the loadout manager to edit the payload stations weight values accordingly. Easy, no fuss. As Henk explained, that adding/removing the payloads results in weight and CoG changes, but drag/lift impacts. Would I rather have all variables respond, without having to use TP? Yes, but in my personal view, that's a minor tradeoff I can live with.
So non-TPers, fear not - if you were able to edit models such as Dino's F-14 payload stations, then this model will be just as easy. And for what it's worth (don't know if this will be the case in the final version of the model) - unlike Dino's model, which when loaded in FS, came fully armed and you had to "unload" the weapons in the payload screen - the SWS F-4, when loaded in FS, defaults to a completely "clean" (no tanks/weapons) state. Again, Alex can pipe up and comment on what that may be like on final release, but am hoping it remains that way for the above reasons.
Horses for courses, folks.
dl
EDIT - just saw B's post regarding training. Would fully dig a "training environment" type module, and if I ever get TP, it would be for that very application. Not sure if needed, though, since Flying Stations and a few others have done pretty good A2G coding packages that lend themselves to a good training environment were weapons are concerned. That to me, is the sweet spot insofar as FSX's strengths and limits are.
Back to this project, even as a decidedly non-TP beta tester, I have been to get the loadouts I wish from the guidance provided in the loadout manager to edit the payload stations weight values accordingly. Easy, no fuss. As Henk explained, that adding/removing the payloads results in weight and CoG changes, but drag/lift impacts. Would I rather have all variables respond, without having to use TP? Yes, but in my personal view, that's a minor tradeoff I can live with.
So non-TPers, fear not - if you were able to edit models such as Dino's F-14 payload stations, then this model will be just as easy. And for what it's worth (don't know if this will be the case in the final version of the model) - unlike Dino's model, which when loaded in FS, came fully armed and you had to "unload" the weapons in the payload screen - the SWS F-4, when loaded in FS, defaults to a completely "clean" (no tanks/weapons) state. Again, Alex can pipe up and comment on what that may be like on final release, but am hoping it remains that way for the above reasons.
Horses for courses, folks.
dl
EDIT - just saw B's post regarding training. Would fully dig a "training environment" type module, and if I ever get TP, it would be for that very application. Not sure if needed, though, since Flying Stations and a few others have done pretty good A2G coding packages that lend themselves to a good training environment were weapons are concerned. That to me, is the sweet spot insofar as FSX's strengths and limits are.