An FA-18 Super Hornet Fighter aircraft. It operates on invisible track. 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 has an automatically operating landing gear. This retracts or deploys at takeoff speed set in the string table above. Various functions and speeds (tilting, afterburner cutin speed, and landing gear retraction on takeoff, landing speed, wing sweep speed, refuelling probe deployment) may be altered in the string table above - speeds are in kph, time in seconds.
The aircraft has a number of animations that can be operated by keyboard keys, or the Aircraft Action Trigger, kuid2:76656:24060:1, when placed on track and set to the correct number:
- horn H key fires three sets of misslies and the gun in sequence - press the H key multiple times;
- start or stop engines - use the B key;
- 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 normal landing, use trigger setting 5;
- activate flares from the rear of the aircraft, use trigger setting 6;
- tailhook deployment for carrier landing, use trigger setting 7;
- catapult launch, for carrier operation, use trigger setting 8;
- trapping on landing (instant stop), use trigger setting number 9
- deploy refuelling probe, use trigger setting number 10, time in seconds can be set in the string table;
- folding wings, use trigger setting 11;
- bolter - overshoot arrester wires, relaunch - use trigger setting number 12
- set speed to approx 40% of maximum speed, for landing approach, trigger setting 14.
- night lighting uses the L key, no trigger key ; See my wepages for further details.
Note: Shadow models are required but cannot be animated to follow aircraft animation in TS12. If you do not like the shadow showing on the body of the aircraft, in the config call up the shadow_inv.im file which is an invisible shadow.
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 trigger and the particular aircraft to a different value to differentiate. The model uses running numbers so the aircraft numbers (three digits) can be changed.