Hello Jamie, Carl
I have made some progress with the FA-18s and the carrier, I suppose you would like an update on progress.
This is the standard Hornet 275, single pilot, round engine inlets:
This is the Super Hornet, two crew, VFA-32:
and this is the VFA-115 version launching for the carrier Nimitz:
There will be an Australian version.
The trigger by Boat is really something, it offers endless possibilities for aircraft animation. I needed more trigger settings so Boat has updated his trigger to give me three key operations and a further 12 numbered settings.
The Hornets have the following functions:
the H key fires the machine guns;
the B key fires the paveways;
the V key fires the sidewinders;
the landing gear automatically retracts and the afterburner comes in at 400 kph.
Now we have run out of keys for the user, so Aircraft Action Triggers can be set up to do the following, with these settings:
tyres issue smoke and sound when landing - setting 4
tail drag chute deployed - setting 5
tail flares operation - setting 6
tail hook operation - setting 7
catapult launch operation - setting 8
trapping on landing (instant stop) - setting 9
refuelling probe deployment - setting 10
folding wings operation - setting 11
bolter - overshoot arrester wires, relaunch - setting 12
There are no triggers as part of the model, the user has to place and configure the Aircraft Action Trigger to activate these animations. The Hornet is used extensively on aircraft carriers in the US, so we needed the USS CVN 68 Nimitz:
The aircraft carrier is a industry item and has attached tracks for parking the aircraft near the island, two catapult launches and a landing track. The user will join invisible track to the attached track to make junctions and to allow the aircraft to taxi on the deck to the catapults, and from the landing to the parking areas, or to a catapult again.
I have also made an invisible lift table for helicopters, it cannot be part of the carrier, but is slid in under the deck. Here is the Osprey using the table to take off, the Hornets in the background:
The carrier has destination tracks for AI but is really designed for dcc operation. Operation is as follows:
In the parking area a trigger folds the wings. Taxiing to the catapult, a trigger stops the aircraft, unfolds the wings, lowers the launch bar on the aircraft to engage the cat shuttle, runs up the engine to full speed, fires the afterburners, then launches the aircraft with steam from the catapult, I quite like it. :hehe:
On coming in to land, a trigger on the approach track lowers the tail hook (it automatically retracts 12 seconds later), on touch down a trigger brings the aircraft to a sudden stop, and you can taxi to a parking area, or onto a catapult for another go.
On landing, you need to get the speed below landing gear deployment, default setting 220 kph, changeable in the config. You can change the radius and position of the trigger on the landing track to best stop the aircraft, landing speed is best at about 150 kph or less.
If you come in too fast and miss the stop, (miss the arrester wire, known as a "bolter"), a trigger placed near the end of the landing track immediately fires the engines with afterburner up to 240 kph so you can go around again for another try.
For landing at airports the trigger can deploy the drag chute from the tail.
For the carrier operation, I may make a simple demo setup route available, so you can see how to get the most out of the carrier operation. Still a lot of work to be done on the carrier, and more testing to be done.
When the models are released you might find the above useful, so please excuse the long text. :wave:
Ian