I added some more hotspots to Davids c172p since he already had done all the animation. Also I tried making the throttle and mixture knobs into hotspots even when they are moving adding extra hotspots for them. Also you can click on the trim wheel to trim now.
I added a directory for the labels for the white toggle switches, but there is probably better way to do the labels then I came up with. There is a short readme file which gives the path for the new directory.
I've added reheat to the engines to simulate water injection and then tweaked
it so that it's just about possible to take off with the full fuel load/ferry
configuration (a little under the mtow - 420,000lbs vs 450,000lbs).
It's interesting to note that the normal combat tow for the F model was
291,570lbs - equivilent to a fuel load of about 0.46 (this would actually
leave you with more fuel than in real life because some of that weight would
be the weapons load but here it's fuel)
Anyway, I've added all this info to the readme and explained some of the
reasoning behind the fdm there.
It still doesn't reach the correct altitudes, and certainly not with a full
fuel load, but it starts getting into the right ball park at combat tow.
I've also replaced the transparent instruments on the mini panel with some
text/digital ones. I wanted more accurate numbers when I was monitoring the
effects of fdm changes and the dials just didn't give the detail. They
aren't perfect and be difficult to see against certain backgrounds and in
certain lighting conditions but what the hey - nearly everything I do is a
bit of an experiment;)
Something I've noticed is that since I've started identifying flight surfaces
and gear components individually I've noticed some problems with the flaps
and gear in replay. I address the left and right flaps independently so they
have left&right-flap-pos-norms and don't get controlled by the replay
mechanism which must refer to the single flap-pos-norm. There's a similar
thing with the gear - I have to identify them individually so I can animate
them properly so on the b52 there're six gear elements but only the first
three are actioned in replay.
Personally, I think that the only way around this will be to provide
control-overrides for all these items, much like there're the AP control
overrides for throttle etc.
The base a10 yasim config wasn't working because of the control structure
changes so I've fixed that. The other yasim configs are also included
because I forgot to omit them from the archive but they're not updated or
changed.
All the a10 stuff needs badly re-doing though and it's a bit of a mess - the
yasim configs are all similar but I don't know which ones had Andy Ross's
mods. I've also got to either forget the weapon load version or get it
working with weight entries so that the rest of the configs can be
indentical.
folder. This has meant duplicating most of the instruments it uses but it
should be easier to maintain and once I've worked through all the other a/c
you'll be able to remove a lot of the cruft I'm responsible for in the
generic instrument folders.
The only files that now don't reside in the yf23 folder are the 'set' file and
the yasim config.
The stuff in this archive should replace the entire existing yf23 folder and
the two 'set' and yasim files (unless I've screwed up somewhere;)
There are some small changes to the fdm.
I also had this rather silly idea, so I had to give it a go;) Have a look at
the ground below the a/c.
It doesn't track the Sun, of course, so it stays directly below the a/c. It
just uses a couple of rotations to keep it flat, and a translation to keep it
on the ground. It seemed strange curious that I had to use a translation
factor of 0.3 instead 1.0 to keep it in the right place.