C-160 Transall WIP - 1rst Rollout -
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Great job!!
Be sure to add rear ramp, use canopy dof or AAR probe dof, so we can have ramp open on the ground. Or in the air for…airdrop!
bTW please update the rest ugly cargos like c141,c5,etc. -
Congratulations Lazy!
Great Job. -
Thank you guys for your kind comments.
Very nice! I love it.
Do you have the SIGINT GABRIEL on the works ?
No, that would be to much effort for “just” 2 AC, IMHO.
Great job!!
Be sure to add rear ramp, use canopy dof or AAR probe dof, so we can have ramp open on the ground. Or in the air for…airdrop!At the time I’ve started there was no plan to open the rear ramp, because
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it would look not realistic if all Tralls would have the rear ramp open on the ground.
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she can “sit down” when the rear ramp is open on the ground.
… would need to rotate/animate the whole AC around the front wheel center,
whereat I’m not sure how this would look in the air for airdrop. -
airdrop in 3D not coded. … just eyecandy, you know.
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Now I’m low on texture space to skin the rear ramp and inside properly.
… would need another 512² texture or a complete redo of unwrapping and skins.
Good question. I suspect that any alpha polys may not be calculated in shadow rendering. I’m not sure though.
I suspect the same.
ATM. I’ve covered all Tralls with only one model, so if shadows will not work on any alpha polys
then we would need another model for the C-160F, another for the C-160R,
and maybe one for an “NG” in future. would result in 4 model slots total.
(C-160D and C-160T covered with one model)
… or leave it as it is? … would appreciate advise how to proceed further.Thank’s for info on the AC.dat values, … will give it a try.
Do you have any idea about the refuell pos. issue?
The x,y,z values I wrote in the AC.dat are shown when I point to the probe tip in LE.
Dunno why refuell pos. is aside.!!! I know this plane. I remember seeing it somewhere!
AMAZING Lazy! … Far beyond my expectations mate!
My god, the R54! … sooooooo nice!I’m glad you like it, but I had and still have problems to get the colors right insim,
because the skins insim are looking way darker than on the texture in photoshop.
Also the weathering effect and rivets/panels seems to “drown out” (less visible) insim.Watching some RL pics it’s hard to judge the right color, … some are darker, some brighter,
depends on time of day, weather, … etc.
I’m not sure if I leave it like it is or “remix” the skins to get more effect.Are you really happy with the main color of the frenchs?
Anyway, if she makes it into the DB and if we get an extra model slot for the french Tralls,
then I could model the shape of the black propellers properly.BTW. During research I’ve been stumbled across this one:
Cheers,
LS -
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Are you really happy with the main color of the frenchs?
Honestly, I see no issues about the colours … maybe you have better eye than me. (?)
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Honestly, I see no issues about the colours … maybe you have better eye than me. (?)
Ok then, I’m always unsatisfied with my work, … could be better and nicer with more effort, IMHO,
but that’s my personally problem.Cheers,
LS -
BTW. Nobody was confused about empty post #7? LOL.
… post #7 updated.:mrgreen:
Cheers,http://i45.photobucket.com/albums/f82/lazystone/Smileys/hat_3.gif
LSThe best skin.
Regards,
EGHI -
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I know almost nothing about 3D -work, but ,I have eyes and they work just fine, so, Outstanding work, Lazy!
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^ This! Great job!
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Hey,
Very nice model and great work you are doing, keep it up!!
The X,Y,Z values in the FM.dat can be from the center of the model or in some cases from the nose if the model.
Both variations are used, depending on what value you look at.
I can’t say out of my head what the refuel position is, nose or center. But have a look at the F-16 and you know right away.
All AC in BMS have there position set correctly, was a nice job to fix them allGr Falcas
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BTW. Nobody was confused about empty post #7? LOL.
On my side, no.
I’ve thought it was just another nice trick of yours. :lol:With warm compliments again, and best regards,
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Great model!!
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Hey Lazystone
Had a quick look at the values of the .dat you posted, you got a typo in the refuel position.
Change the comma to a point in 52,20
Noticed the Flap position in your vids and also looked at that in the .dat….
The value is waaaaayyyyy to much. 57deg of flaps for takeoff… Should be more in the order of 10-15deg.
But DJ might jump in with the real value.
Unless you have normalized the flaps, than you have no real use of this value and the extention must be adjusted by eyesight ingame.
But to me the flaps where way to much extended in the vids.Gr Falcas
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Noticed the Flap position in your vids and also looked at that in the .dat….
The value is waaaaayyyyy to much. 57deg of flaps for takeoff… Should be more in the order of 10-15deg.Flaps for Take off: 10° or 20°
Flaps for landing: 30° or 40° or 60° for landing on short runway. -
Hey Lazystone
Had a quick look at the values of the .dat you posted, you got a typo in the refuel position.
Change the comma to a point in 52,20
My old eyes, LOL.
I was actually looking at the .dat and didn’t spot it.
… will try ASAP.Noticed the Flap position in your vids and also looked at that in the .dat….
The value is waaaaayyyyy to much. 57deg of flaps for takeoff… Should be more in the order of 10-15deg.
But DJ might jump in with the real value.
Unless you have normalized the flaps, than you have no real use of this value and the extention must be adjusted by eyesight ingame.
But to me the flaps where way to much extended in the vids.Gr Falcas
I’ve set tefMaxAngle to 57.0 because IIRC in RL she is able to use 60.0 degrees of flaps,
but if I use 60.0 then I get a little gap on top of the flaps.Sadly I couldn’t find the website anymore where the max flap angle was written.
TefTakeoff is set to 29.4 and is used by the AI, right?
But you’re right, in the vid some Tralls (piloted by human) using full flaps
on takeoff looks not right, as I couldn’t stop the flaps in another position.
Using ctrl+ F9 or ctrl + F10 gave me either full flaps or no flaps.
BUT I need to try again to confirm or deny that.Anyway, real flaps values provided by Dee-Jay would be much appreciated.;)
Thank’s for your help, Falcas.
Cheers,
LS -
Yeah, I’m slow today, hahaha.
Thank’s Dee-Jay.
… could you please also provide values for lights timing
animStrobeOnTime 0.020
animStrobeOffTime 1.500
animWingFlashOnTime 0.030
animWingFlashOffTime 2.500… as I don’t have a clue what’s nearly realistic.
@Falcas, please explain
numFormationLightLevels 0So if we let tefMaxAngle at 57.0 and set tefTakeoff to 20 it should be good?
Cheers,
LS -
So if we let tefMaxAngle at 57.0 and set tefTakeoff to 20 it should be good?
Yes, that will work.
20 will be used for takeoff and 57 for landing.
You might want to check the Flap steps and speeds at which the AI will set the flaps.
tefNStages 9 is the amount of steps, I think this is less for the C-160. 10,20,30,40,60… should be set to 5 or 6.
maxFlapVcas 191 is the max speed for the flaps/slats so the AI will fly flaps up here and lowers them below this speed.
flapVcasRange 28 is the speed range that the flaps are extended.
So full flaps at 163, might be a bit too fast here. Maybe make this value a bit higher.numFormationLightLevels 0, is for the night navigation strips that naval AC have.
You can have these strips in the textures of the model and dim/bright them with n amount of steps.
Take a look at the F-18 for this.Gr Falcas
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Thank’s for info, Falcas.
I’ll be “RL busy” this evening watching one of my favorite sports
where the evening session will start soon …
world-grand-prix-snooker-2016-live-stream
http://www.stream2watch.co/sports/snooker/world-grand-prix-snooker-2016-live-stream-march-13
BUT I’ll look at it tomorrow.
… maybe even later tonight, … depends on the match.BTW. AAR is working now, … needs a little finetune though.
Cheers,
LS -
Nice work Lazy! Very nice in fact. Thanks for your contribution!