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FSX: Aircraft Configuration Manager |
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Note: some the following screens may
represet prerelease and/or outdated versions of this software. |
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The Aircraft Configuration Manager (ACM), is the heart of the VRS
F/A-18E simulation. It's used to arm and fuel the aircraft, provide an
interface for arming random failures,
Hostility Zones, Air-To-Air Refueling, and choosing a host of other
preferences. The ACM is also your gateway to product updates and news,
delivering the latest content automatically. |
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Copyright © 2009-2010 Vertical Reality Simulations™, LLC.
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FSX: 2D Panels |
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Note: some the following screens may
represet prerelease and/or outdated versions of this software. |
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The Superbug for FS2004 offers a full set of 2D panels in native
resolutions up to 1920x1200. While the virtual cockpit is fully
functional, we realize the need to cater to the "holdouts" as well! Home
cockpit builders will also find the 2D panels useful, as they can be
scaled and moved to secondary displays. The Aircraft Manager offers
modes which disable or enable the entire 2D panel set at will. In
addition, panels are available with full widescreen support simply by
enabling the option in the ACM. This prevents "stretching" of the 2D
panels on widescreen monitors, providing perfect aspect conformity. |
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Lovingly Crafted Killing Machines |
Copyright © 2009-2010 Vertical Reality Simulations™, LLC.
All rights reserved. |
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FSX:
Avionics |
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Note: some the following screens may
represet prerelease and/or outdated versions of this software. |
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Many have argued the merits of fully simulating a combat
aircraft in MSFS without really examining what it is they enjoy most
about the the aircraft they do fly. "What's the point?" The point
is, managing aircraft systems in a combat aircraft can be every bit
as rewarding and enjoyable, if not more so, than playing with an FMC
in a commercial airliner. The systems only need to be there! Whether
you're carrying "faux" passengers or "faux" bombs really doesn't
make any difference, as long as the simulation of the aircraft is
robust and authentic. MSFS is the IDEAL platform for military
aircraft simply because no other simulation is as flexible in terms
of customization of systems modeling. Indeed, ANY aircraft can be
simulated as long as it's in the right hands. Few standalone combat simulators have achieved the level of
systems complexity and authenticity as the Superbug under MSFS. If
you've been skeptical based on pervious attempts for MSFS, give the
Superbug a try and see what you've been missing! |
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Lovingly Crafted Killing Machines |
Copyright © 2009-2010 Vertical Reality Simulations™, LLC.
All rights reserved. |
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FSX: Virtual Cockpit
Note: some the following
screens may represet prerelease and/or outdated versions of this
software. |
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The Superbug's virtual cockpit (VC) is constructed with the same care
and efficient methods used for the external model. With over 90% of the
controls fully functional, the learning curve is not for the
light-hearted, but the reward is an experience unmatched by any other
military add-on. This is quite literally "the PMDG of military add-ons."
Behind every knob and switch is a story and a study in realism. The
extensive documentation guides you through each and every option.
For those of you with a
TrackIR, the
experience is even more amazing. Not just because the TrackIR offers
unprecedented situational awareness, but because we actually take
advantage of it with features like full
HUD collimation. This features is designed to optically correct the
HUD so that it can remain completely conformal with the outside world
regardless of head position.
Cockpit lighting is accomplished on a level not seen before in
military add-ons. Transilluminated backlighting and "NVG compatible"
modes, as well as flood lighting, provide and immersive and functional
night environment without being distracting. |
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Lovingly Crafted Killing Machines |
Copyright © 2009-2010 Vertical Reality Simulations™, LLC.
All rights reserved. |
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FSX: External Model
Note: some the following
screens may represet prerelease and/or outdated versions of this
software. |
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The Superbug's external model is a highly efficient and flexible design
with a "smart" animation system capable of displaying and animating any
combination of stores selected for loadout with the ACM. Unlike
conventional (any) other military aircraft for MSFS, the Superbug
receives commands from the fire control or jettison systems and
effectively fires or removes the stores from the airframe. Weight is
removed, drag is reduced, and the flight characteristics change. In
addition, asymmetrical loading is accounted for and the aircraft may
become laterally affected by the new configuration. There is only one
model file which handles any stores configuration. Even additional
geometry such as nose probes appear only on the test aircraft which were
equipped with them.
There are a total of 40 liveries (with many additional repaints
available online), ranging from every active US F/A-18E squadron, to
fictional Blue Angel models. External
model details include animated boarding ladder, avionic bays, canopy
operation, radome (with slewing radar), flight line accessories, and
even a fully animated ejection sequence! |
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press releases. We'll let you know as soon as we release a
new product, put out a patch, or announce important events.
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Lovingly Crafted Killing Machines |
Copyright © 2009-2010 Vertical Reality Simulations™, LLC.
All rights reserved. |
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FSX: Videos |
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| Sorry, but there are
currently no items in this category. Hang in there and we'll
have something incredible up soon! |
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- Sign up for our
newsletter or
press releases. We'll let you know as soon as we release a
new product, put out a patch, or announce important events.
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Lovingly Crafted Killing Machines |
Copyright © 2009-2010 Vertical Reality Simulations™, LLC.
All rights reserved. |
Website
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FSX: Documentation |
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Note: all documention is supplied in electronic (Adobe PDF) format.
Printed documentation may be available at additional charge in the
future. |
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The
Superbug is not a "jump-in and fly" aircraft. It is without a doubt
the most sophisticated military aircraft simulation ever built for
Flight Simulator. As such it REQUIRES a certain degree of preparation
and study. To that end, we provide approximately 350 pages (and
expanding) of documentation broken into 12 separate sections:The tutorial flight is designed to touch on many systems during the
course of a single flight, and is approximately 90 pages in length (FS9
version).
01 - Getting Started
02 - Tutorial Flight
03 - Aircraft Configuration Manager
04 - The Aircraft
05 - Cockpit Systems*
06 - NAV/COM* |
07 - Air-To-Air*
08 - Air-To-Ground*
09 - Paint Kit
10 - Checklists
11 - Reference
12 - Glossary |
In addition to the PDF documentation, an extensive
interactive HTML
"kneeboard" is available in flight. The kneeboard is designed to mimic
the NATOPS "Pocket Checklist" used by actual F/A-18 pilots. Procedures
ranging from carrier operations to normal startup, to emergency
procedures are right at your fingertips at all times.
*At time of this writing, these sections were still works in progress
and may or may not be complete at the time of purchase. |
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- Sign up for our
newsletter or
press releases. We'll let you know as soon as we release a
new product, put out a patch, or announce important events.
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Lovingly Crafted Killing Machines |
Copyright © 2009-2010 Vertical Reality Simulations™, LLC.
All rights reserved. |
Website
Useage Terms |
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FSX: Full Feature List |
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Due to certain incompatibilities and limitations of multiplayer
sessions, not all animations and/or features may function during online
play.
At the time of this
writing, the FSX version was a WIP. We reserve the right to modify
these features at any time prior to or subsequent to release. |
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- Sign up for our
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new product, put out a patch, or announce important events.
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Lovingly Crafted Killing Machines |
Copyright © 2009-2010 Vertical Reality Simulations™, LLC.
All rights reserved. |
Website
Useage Terms |
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FSX: System Requirements |
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The following system requirements should be met to at least the
minimum requirement in order to run the VRS Superbug at acceptable frame
rates. The
Ultimate requirements are obviously not necessary, but will
greatly enhance your flying experience. The following figures for
Minimum, Average and
Ultimate frame rates should only serve as a
guide. There are far too many variables associated with Flight Simulator
and the Superbug to make accurate predictions. Think of these figures as
a general guide - nothing more. |
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MINIMUM (upgrade, bro)
FPS between 10-15.
Avoid high-density areas. |
AVERAGE (all good)
FPS between 15-25.
Enjoyable under the majority of conditions. |
ULTIMATE (dude)
FPS between 25-45.
Excellent performance under most conditions. |
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MSFS: |
Flight Simulator X (10) /W
Service Pack
2.
Acceleration expansion pack highly recommended. |
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OS: |
Windows XP/Vista/7 |
Windows XP/Vista/7 |
Windows XP/Vista/7 |
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RAM: |
1GB |
2GB |
4GB |
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CPU: |
Single core (P4) at 3.0GHz
Dual core at 2.0 GHz |
Dual/quad core at 2.5GHz |
Dual/quad core at 3.0GHz+ |
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GPU: |
512MB DX9 (shader model 2.0) or DX10 compatible |
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Prerequisites: |
● Microsoft .NET
framework 3.0 or greater required for Windows XP
(preinstalled on Vista/Win7)
● FSUIPC
v4.60 or greater (registered or freeware for FSX) |
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Storage: |
Approximately 250MB |
Approximately 250MB |
Approximately 250MB |
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Internet: |
Required for initial product
activation. Optional for automatic updates.
Secure proxies must be disabled for activation. |
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Important Additional
Notes:
● Joystick
mandatory. Full HOTAS (Separate stick and
throttle), and rudder pedals are highly recommended in
order to enjoy this product to its fullest potential.
●
Force feedback not supported.
The FBW system does not currently support FSX force feedback
due to a limitation of FSUIPC. If you have a force
feedback stick, the FF function must be disabled in
MSFS. There is a working (and better) alternative
to FSX force feedback
here. ● PFC (brand) throttle
quadrants are not supported due to a proprietary
interface. These units to not enumerate through
MSFS and are therefore incompatible.
● Not all features available
during online play. Due to certain
incompatibilities and limitations of multiplayer
sessions, not all animations and/or features may
function. Some functions, including radar, may require
additional third-party components and/or utilities in
order to operate. |
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About Performance
The VRS Super Hornet is a high-end simulation of a high-end aircraft
comprised of many tens of thousands of lines of code which drive the
avionic and flight control subsystems. Obviously it's not a Cessna, a
Spitfire, or even the almighty L-39. It's easy to achieve high levels of
performance when the systems and gauges being simulated are rudimentary.
These advanced systems don't come free; the price is CPU power,
and unfortunately we can't have it both ways. FSX is an extremely
inefficient game, which, 3 years after release, can easily tax the
fastest systems available today. VRS has made every effort to build the
most efficient and innovative systems possible under these conditions,
but we're not magicians. Please don't expect to see the same frame rates
you do with simpler aircraft.
MSFS is generally a
CPU-bound application. Below a certain resolution (fill limited), the
graphics processor (GPU) becomes less important than your system
processor (CPU) in maintaining frame rates, and all the quad-SLI in the
world won't help a bit. Most consider extremely high frame rates less
important than consistent frame rates. Therefore maintaining an average
24 FPS would be more desirable than frame rates which spike into the 40s
or 50s only to dip into the teens. While some "tweaks" may be a
legitimate and effective means of increasing performance, not many will
provide a boost on the scale of a processor upgrade. In MSFS, GHz is
king. |
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Lovingly Crafted Killing Machines |
Copyright © 2009-2010 Vertical Reality Simulations™, LLC.
All rights reserved. |
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True Fly-by-wire Flight Control System
The Superbug remains the only FS2004 military aircraft featuring
a fly-by-wire control augmentation system. Input signals from the stick,
throttle and rudders are fed through I/O controllers where they're
filtered, passed through control-law schedules, and finally sent to the
control surfaces. The CAS is responsible for allowing the incredibly
wide AOA range while maintaining excellent lateral and longitudinal
handling. In addition, neutral speed stability in conjunction with
automatic longitudinal trimming means there is no need to trim the
aircraft for pitch. Similar CAS algorithms are used to drive everything
from engine FADEC control ro dual-rate nosewheel steering and autopilot
modes.
Avionics Designed from the Navy's NATOPS
Flight Manual
Avionics are the heart of this "glass" combat aircraft, and no
compromises in realism were made to bring you the first truly accurate
simulation of this aircraft's combat and navigation systems. Four
digital displays provide data for navigation, stores management,
targeting, sensors, fuel systems, engine systems, and flight advisory.
With over 40 individual interactive displays, nothing was left to the
imagination.
Highly Realistic Sensor and
Targeting Simulation
Short of actually shooting down AI aircraft, sensor and
targeting systems are simulated just as their real-world
counterparts. You can lock up AI aircraft and receive feedback
to the HUD, radar and early warning systems, just as if you were
in an electronic military exercise -- the only thing missing is
the lethality. The radar simulation takes a number of factors
into consideration, including signal strength (range), aspect
angle, closing velocity (Doppler shift), and more. A total of 8
radar modes (4 primary and 4 ACM sub-modes) are simulated.
Unmatched Virtual Cockpit Quality &
Speed
Although the simulation is heavily focused on avionic systems,
we haven't ignored little indulgences like "eye candy". The VRS
F/A-18E sports a stunningly beautiful and completely
"flyable" Virtual Cockpit in which 100% of the controls are
functional 3D components rather than "projected" 2D maps. The VC
and external models feature a set of extremely high resolution
textures for the ultimate in visual clarity. Gauge update rates
in the VC are optimized for the fastest possible response. Four
types of interior lighting including panel transillumination,
flood, and night vision modes provide a completely immersive
environment. Animated shadows for many of the controls further
enhance the "suspension of disbelief".
Professionally Designed Aircraft
Management Application
A very comprehensive Aircraft Manager application is included
for loading out an extensive set of weapons and pods, as well as
configuring fuel, failures and preferences. In total, the number
of combinations of stores which can be carried is in the
thousands. Schematics for all major systems including
electrical, environmental, fuel, and hydraulic are interactive
and show you exactly which systems will be affected by the
failure(s) you've chosen. Failures can be immediate or randomly
generated for any system.
Procedural Animation System
A single model file with procedurally animated components
handles all firing, jettisoning and dropping. Each of the 11
loadout stations can be individually dropped/fired with a
corresponding decrease in weight and drag. The external model
features folding wings, tailhook, avionic bay doors, ECS
auxilliary duct doors, complex flight control system-slaved
primary control surfaces, opening nosecone with working (and
tracking) radar dish, deployable boarding ladder, and much much
more. We've also designed a procedurally animated air-to-air
refueling system, or "Buddy Store", which can by carried on the
aircraft so that it may act as a tanker. The entire refueling
process is simulated in intricate detail right down to the
cockpit-installed aerial refueling panel. This is quite simply
the most advanced animation system you're going to find on a
combat aircraft for MS Flight Simulator. |
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Lovingly Crafted Killing Machines |
Copyright © 2009-2010 Vertical Reality Simulations™, LLC.
All rights reserved. |
Website
Useage Terms |
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