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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

Vertigo Studios Panther

I think someone in another thread here posted a contact point fix for this that I am using but I still have this awful "slingshot" effect with the F9F - only - where it shoots backwards after stopping and a wing rolls into the deck setting off a crash and flight re-set. Sure takes the fun away.

Might actually need tweaks of both the tailhook position and the contact points to sort out. I use RCBCO gauges and will try to remember how to use the FSX "built in" arresting function to see if this makes a difference.

Sorry - I am hijacking this thread.:icon_eek:

Don't use RCBCO anymore, so sorry, I can't comment, but Rich's comments below may be on to something.


I'm not aware of a contact point fix yet, but as Rich points out, the front nose gear contact point needs some tweaking. I doubt this is the issue, but in fixing the nosegear contact point, things will be just a bit more accurate....

attachment.php



Rich, will experiment with lowering that nosewheel ... if anyone has already done this, please feel free to advise their recommended #s ....


Expat, not a problem no hijacking but I think your wounds are self inflicted use Accel or
RCBCO not both , at the moment I think they are conflicting, RCBCO has a roll back bit whereas accel is a lot weaker, try disabling RCBCO and see what you get, as far as I know if there is a tailhook entry accell will use it.

This sounds like good advice - let us know how you get on ...



dl
 
try amending the following sections in the cfg with these


[contact_points]

point.0 = 1, 12.35, 0.00, -5.44, 950, 0, 0.55, 60, 0.15, 5.50, 0.60, 3, 5, 0, 120, 150
point.1 = 1, -0.53, -3.87, -4.91, 1200, 1, 0.60, 0, 0.25, 1.00, 0.55, 5, 6, 2, 0, 0
point.2 = 1, -0.53, 3.87, -4.91, 1200, 2, 0.60, 0, 0.25, 1.00, 0.55, 6.5, 3, 0, 0
point.3 = 2, -3.11, -17.13, 1.50, 800.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.00,5.00,0.0,0.0
point.4 = 2, -3.11, 17.13, 1.50, 800.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,6.00, 0.0, 0.0
point.5 = 2, -16.175, 0.0, -1.236, 800.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,9.00, 0.0, 0.0
point.6 = 2, 15.145, 0.0, -0.88, 800.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,4.00, 0.0, 0.0

[tailhook]
tailhook_length = 2
tailhook_position = -20.00, 0.00, 1.46
cable_force_adjust = 1.00

[launch_assistance]
launch_bar_pivot = 7.29, 0.0, -2.48
launch_bar_lug = 9.71, 0.0, -5.00


let me know if it makes any difference.

Bruce
 
Daniel and Bruce,

Very much appreciate your assistance. Plugging in the numbers - will also disable RCBCO gauges and rely just on the Accel cat/trap as a suggested A/B test - and will try it out later this week and report back.

Great thread.

expat
 
OK, just did a beauty of a low weight, low speed approach trap in the F9F on Michael's CV-32 off of the East Coast of Korea. Thanks guys.
 
Hello,

Expat - glad you're sorted.

Bruce - thanks for the contact points - that definitely fixed that issue. On the matter of the hook attachement point, I found the fore/aft position way off. The -20.00 put the hook attachment point a good 3-4 feet aft of end of the tailpipe.

- fixed now with hook position as shown here:



View attachment 42198
For anyone wanting the fixed hook data, I'm using the following:

[tailhook]
tailhook_length = 2
tailhook_position = -14.00, 0.00, -1.46
cable_force_adjust = 1.00

Still, much appreciate the help with contact points - I'm awful at those, so many kind thanks for those ...:icon29:

dl
 
I did not have FSX earlier this year when the Vertigo F9F was released so excuse me if this has been covered previously but... Was there going to be a patch released to change the tailhook function from the realistic one-time-down operation to something a bit more FS-friendly, as in simply toggling the hook up/down with the Shift+Q command?
 
Was there going to be a patch released to change the tailhook function ]

Hah!! I was just coming to that, having now finally sorted out my trap problem - thanks very much again guys.

I may have dreamt this, but I am sure back at the time this was being discussed I was able to retract the hook - I think clicking on the VC switch - after trapping and was able do normal TNGs. Now, I find like others, I cannot retract the hook via any means, and must re-cycle the a/c in the sim. Can anyone remind me of/explain the technique they use? Do you just use the usual tailhook keystroke assigned to lower, and then it will retract fully using the keystroke again? The discussion attached appears inconclusive.

Thanks

expat


http://www.vertigostudios.co.uk/forum/showthread.php?64-A-Question-of-Operation
 
To the left of the tailhook lever there's another little switch that will raise the tailhook to the stinger position, however this won't fully retract the hook per the official manual. However a patch will make it so that the hook will fully retract - not authentic, but fine for simulation.
 
Hah!! I was just coming to that, having now finally sorted out my trap problem - thanks very much again guys.

I may have dreamt this, but I am sure back at the time this was being discussed I was able to retract the hook - I think clicking on the VC switch - after trapping and was able do normal TNGs. Now, I find like others, I cannot retract the hook via any means, and must re-cycle the a/c in the sim. Can anyone remind me of/explain the technique they use? Do you just use the usual tailhook keystroke assigned to lower, and then it will retract fully using the keystroke again? The discussion attached appears inconclusive.

Thanks

expat


http://www.vertigostudios.co.uk/forum/showthread.php?64-A-Question-of-Operation

Expat, the tail hook operation being simplified will be a part of the patch once the coder gets his real life sorted out.

Bruce
 
So everyone re-starts the sim after a trap???

Am not at home so cannot test it myself but I am sure I was able to get the hook to fully retract - some way or other - back when she first came out. What I have been doing is just clicking on the hook release round black knob which moves in the reverse direction, but that does not retract the hook. Forgot about the little switch that moves the hook to the stinger position.

Thanks Dean for the tip and kudos on this very fine aircraft.
 
So everyone re-starts the sim after a trap???

No - you can reload the plane, if you want the hook in, or not reload the plane just raise it to the stinger position.

I personally just leave it in the stinger position - don't want to waste time reloading the plane. When you reload the plane, you lose whatever seat height adjustment you made, so I don't bother. Will definitely appreciate a more "normal" operating hook to be sure - but at least there's a partial workaround.

Others may have a different procedure ...

dl
 
Deano,
Was wondering if instead of just making the tail hook able to extend, retract and be able to automatically reset, if you could put an option in the armament panel to have ground personnel reset the hook only once you are on the deck?
 
I think that would be better suited thanks for the suggestion.

Deano,
Was wondering if instead of just making the tail hook able to extend, retract and be able to automatically reset, if you could put an option in the armament panel to have ground personnel reset the hook only once you are on the deck?
 
Good idea, you could drop the hook at any time but to raise it you gotta be on deck. Kinda like Shift+W for wing fold. But anyway thanks Deano, you pretty much answered my original question. :salute: And it's a really beautiful jet.
 
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