Superbug FeaturesActual F/A-18E Full Cockpit Simulator (left) vs SuperbugThe TacPack-Powered Superbug takes the "vanilla" Superbug and super-sizes it by adding amazing live weapon systems modeling as well as a host of new avionic features not otherwise possible. These include FLIR video, true A/G radar with full terrain masking and geo-stabilized SAR simulation, spawnable AI, including moving carriers with pitching decks and point-defense systems, true HMD support, and of course the ability to actually destroy other aircraft and other FSX SimObjects in both single and multi-player. We were able to do many, many things that will have you seeing far past previously explored boundaries, particularly where military aircraft are concerned.
1.1 Fly-By-Wire Flight Control SystemWe're certainly proud of our models and other visuals, but that's only a very small part of the overall simulation. We have without a doubt the finest flight model/control law schedule that's ever been produced for a PC military aircraft simulation. It's based on two components: A neutrally statically stable base flight model and a robust fly-by-wire Control Augmentation System (CAS). The term "fly-by-wire" tends to get thrown around loosely in many circles, but true fly-by-wire requires the interception and processing of control inputs prior to sending those signals to the actual aircraft surfaces. Unless it's doing that, it's not fly-by-wire. Auto-trim alone does not make a fly-by-wire system. We can use this system for aircraft stability and control throughout the entire range of AOA (and in the F/A-18, that's a BIG range). We can use it for custom autopilot, failures (total or partial lack of control), nosewheel steering (high and low gain), anti-skid, and a vast range of other uses that are simply not possible to achieve in FS without such a system. We basically take control away from Flight Simulator and use our own processing.
1.2 Live WeaponsYes! TacPack means weapons are no longer benign figments of your imagination; Flight Simulator becomes a live battle space. Your aircraft can destroy (or cripple) your adversaries, and you yourself can become the prey, taking partial or critical damage. Note that only multi-player users who own the TacPack (and have it enabled) will be vulnerable to its systems. Weapons ranging from AGMs to LGBs and guns are all modeled with realistic physics, performance, effects and lethality envelopes rivaling stand-alone simulators. Not only will you be able to take out AI aircraft in single-player, you'll be able to dogfight multi-player, take out SAM and AAA, or bomb a hostile airfield - all in free-flight.
1.3 Physics ModelingThe VRS F/A-18E models all the physics associated with carrying and delivering payload. Properties of mass, including drag (multiple forms) and weight are all simulated based on the payload being carried. We can shed the weight, reduce the drag, and adjust the aircraft centers of gravity both laterally and longitudinally, all on the fly. We do not use multiple flight models and aircraft meshes to achieve this; Using a separate flight model for each combination of weapons fundamentally impossible if one wishes to provide anything but a basic set of predefined, limited loadouts. Nor can that approach account for shedding the weight and drag upon payload release. The aircraft must be able to dynamically adjust its flight characteristics.
1.4 High RealismMost of the systems we simulate are based on a series of manuals developed by Naval Air Training and Operating Procedures Standardization (NATOPS). These manuals are sometimes referred to as having been "written in blood." Some of the procedures and standards developed are the result of accidents, mishaps, and tragedy associated with the hazards of naval aviation. These NATOPS manuals are serious stuff. As a civilian organization producing consumer software, we don't have access to the restricted areas of these manuals, nor would we ever wish to disseminate that information. However we do have access to unclassified F/A-18E/F flight manuals pertinent to the simulation, and these are extensive. If you're not already an active or retired F/A-18 pilot, you're going to know more about how an F/A-18E/F really works than anything you've experienced before could possibly demonstrate.
1.5 Advanced Avionic SystemsWe simulate a robust multi-mode Air-to-Air and Air-to-Ground radar system based on the AN/APG-73 radar in Block 1 Super Hornets. The radar system is a true B-sweep design with search, track and ACM A/A modes, as well as full terrain masking and SAR simulation in A/G mode. In addition, we simulate the first and only FLIR system in FSX (or P3D), with complete target designation and tracking, field-of-view control, and precise, responsive manual control.
AI aircraft can be tracked and fired upon by air-to-air missiles and guns thanks to the TacPack. Each missile type is individually modeled for range, acceleration, and maneuverability, and features authentic caged and uncaged fire control modes and symbology.
The systems and avionic modeling in this aircraft are authentic, extensive, and robust. The digital displays and Head-Up Display (HUD) are scalable to whatever resolution you're running, providing crisp vector graphics and clean update rates. The various functions for driving these displays are componentized and communicate by way of a simulated Multiplex Bus (MUX). The state of all systems can be monitored by way of a Built-in-Test (BIT) interface, and they are subject to battle damage, random failures, and Environmental Control System (ECS) overheating. HUD simulation in almost all previous MSFS aircraft simulations had been notoriously sup-par, with apparently no fundamental understanding of how symbology should be presented beyond what "looks good." The VRS F/A-18E HUD is a world-calibrated instrument with full optical collimation. The distance between elements such as pitch ladder bars exactly corresponds to the outside world rather than simply being scaled in range of movement so that the zenith is visible at 90 degrees and the nadir is visible at -90. Further, the velocity vector (flight path marker in non-naval circles), is carefully calibrated to correspond to the outside world. Where the velocity vector actually points where the aircraft is flying.
The virtual cockpit is simply state of the art. Almost every knob and every function present in the real aircraft is at your disposal. The layout and default eyepoints in the VRS F/A-18E are specifically designed to provide the optimum combination of avionic interaction and visual acuity at any aspect ratio.