A General Dynamics F-16D Fighting Falcon of the Thunderbords aerobatic team. It operates on invisible track.
The aircraft has an automatically operating landing gear. This retracts at takeoff speed set in the script, and lowers at speeds below that setting. The speeds for tilting, landing gear retraction on takeoff, and afterburner speed may be altered in the string table above - speeds are in kph. It does not have an operating interior, but does have various exterior views based on an invisible interior, use the [ and ] keys from the interior view.
The aircraft will load missiles (products) to the wingtip hardpoint pylons, these are animated. You can alter or delete the mix of missiles on load hardpoints in Surveyor - use the ? button. The choice is from Paveways, Sidewinders, Python 5, Maverick, Pheonix, or Sparrow missiles.
Some of my airports will load or unload products on aircraft. The missiles will not be unloaded at an airport, but if you come in clean, the airport will upload missiles to the hardpoints for use.
The aircraft has a number of animations that can be operated by keyboard keys, or the Aircraft Action Trigger, kuid:76656:24050, when placed on track and set to the correct number:
- horn sound H key is a machine gun firing, or trigger setting 1;
- fire the Sidewinder missiles - use the B key, or trigger setting 2;
- flare the aircraft for takeoff or landing, V key or trigger setting 3;
- tyre smoke on landing, use trigger setting 4;
- drag chute deployment for short landing, use trigger setting 5, Chute vanishes after 12 seconds;
- activate flares from the rear of the aircraft, use trigger setting 6;
- set speed to zero (after landing, to stop aircraft), trigger setting 9.
Military and commercial aircraft sometimes use the same keys and trigger settings for differerent animations. If you find conflict on the same route, set the train priority of the Action trigger for a particular aircraft to a different value to differentiate.