WIP: F-14 B/D
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Organic vs mechanical for one
Bla bla, ā¦ that difference is just in your mind.
With regard to 3D modelling we use tris and a texture,
and they donāt care if they are organic or mechanical or even bionic.Sent from my laptop using keyboard.
Cheers,
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Front and back finished. The main consoles are now separate; just couldnāt find a way to integrate them properly without adding way too much unnecessary geometry. Lower left right RIO center console needs to be closed up but apart from that Iād say proportions, shape and measurements are now pretty close to RL.
Iāll now extrude and close up the windshield, finish the HUD assembly, align the canopy frame, add sticks and rejoin all objects - then it should be time for some renders :).
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Wow!!
Looks amazing! Glad to hear from you again! Couldnāt wait to fly this baby. Still have finished the bodyshell work of my selfmade F-14A/B and F-14D grips and the F-14 throttle for my universal cockpit project. Only made this HOTAS for your bird! I love the F-14 since Iām a child. It was always my favorite fighter. Sadly itās one of the fighters that rarely was the subject of a simulation. Only ones I know were Fleetdefender long long ago and Strike Fighters. Hope my pit is ready when your bird is ready for take off!
Cheers Viper
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Dude I have no clue how to model a human let alone a pilot [emoji23].
Either way when I rendered the model with the transparent canopy I too was thinking āIm gonna need some crew soonā.
I know something about this.
Hereās how i set up for mirrored modeling, this might be the same way you do it. Start with a cube, then tab for edit, k for cut, z for cut through, then hold ctrl to bisect straight through across the X axis. Then I delete the vertexes on one side of the bisected cube, then add in the mirror modifier so that what you do to one side will happen on the other.
After I get that set up out of the way, itās mostly k to cut lines and faces, which ups the vertex count, then move vertexes around until I get them in the right place. The only ones to move carefully are the ones right on the axis that youāre mirrored across, since if they get too far off the axis there will be a gap. Start with the body then e for extruding legs and arms. If you extrude anything along the mirrored line it will also generate a face on the inside of that line which youāll have to delete at some point, or it will mess up the vertex normals a bit until you do.
Most of the modeling Iāve done has been low poly. With the poly-count that youāre going for the Subdivision Surface modifier will likely be the way to go. Iāve heard in a few places that, with SubSurf, you mostly want to build your mesh out of squares and try to keep the triangles to the minimum. Donāt worry if all the points on your squares donāt fall on the same plane, the squared mesh is just a control cage for the SubSurface mesh youāre building.
Iām pretty sure you got this dude! Go be better than me at modeling humanoids as well!!
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Wow!!
Looks amazing! Glad to hear from you again! Couldnāt wait to fly this baby. Still have finished the bodyshell work of my selfmade F-14A/B and F-14D grips and the F-14 throttle for my universal cockpit project. Only made this HOTAS for your bird! I love the F-14 since Iām a child. It was always my favorite fighter. Sadly itās one of the fighters that rarely was the subject of a simulation. Only ones I know were Fleetdefender long long ago and Strike Fighters. Hope my pit is ready when your bird is ready for take off!
Cheers Viper
Yeah there hasnāt been much dedicated to the 14. The Leatherneck guys are into some heavy coding and modeling with their DCS third party project. Probably the most work ever put into an F-14 representation. CFD simulation for the AIM54, modeling of all 67 flight and combat systems including the AWG9. Theyāre also pretty open when it comes to constructive criticism. The model itself is incredibly detailed but they say they keep the polycount in check by baking most of the parts.
Either way it is the A and B variant and it is in DCS, both things that I donāt like too much :).
Maybe weāll have sth flyable in a combat setting, preferably with the dynamic Falcon campaign some time in the future. Even without the APG71 and dedicated avionics if we can get an optimized AFM, new model and pit and workable AA and AG deployment it should be reasonably realistic fun :).
Sent from my STV100-4 using Tapatalk
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Front office closeup:
Full pit:
No seats:
Iāll post some closeups later, the way it stands now the only separate part is the RIO upper console. The entire front pit is one integrated part. It took the separation of the windshield to be able to accurately model the sidewalls and general shape of the pit from windshield front to pilotās position. Canopy piercing seat edges had to be shortened. All consoles are now accurately reflected in terms of general outline. The windshield is now fully extruded and connected to the pit, additional instruments are attached to the windshield frame. All in all Iām quite happy with it pending some detail adjustments and the addition of the sticks and, at some point, the crew. Mirrors and other add on components still need some connecting geometry - wonāt blow the poly count.
Excluding windshield and canopy it currently sits at around 1700 tris. Given the detail Iām ok with that. Iāll connect the RIO console to the pit itself that should save some geometry but Iāll never be able to go below 1500 tris :).
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The seat-belts could do with a little more love, butā¦
WOW.
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What about cockpit? Is there any plan who for it? Even without WIP cockpit of Mykinge flying with F-14 is not fun, or not even practical.
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The seat-belts could do with a little more love, butā¦
WOW.
All kidding aside when you look at the actual seat itās sorta tricky to decide what to model and what detail to leave to texturesā¦in any case the belts will stay in 3D, I might even model them in 4D with contrast stitching and detailed fibers.
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What about cockpit? Is there any plan who for it? Even without WIP cockpit of Mykinge flying with F-14 is not fun, or not even practical.
āWhat about cockpit?ā Thatās the question of all questions isnāt it? As was said in Hamlet āConscience and grace, to the profoundest pit!ā.
Anyway as you say without MyKingeās WIP cockpit flying the F-14 is not fun nor practical - to that I say then we shall fly WITH it.
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The Mykingās WIP cockpit was only available in Korea 80ās theater, and it was good to fly with it, but in 4.33.3 we havenāt this pit, itās unfortunateā¦
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What about pit from EBS and their KoreaHD mods?
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What about pit from EBS and their KoreaHD mods?
NO GO. Copyright infringement was their downfall. Just an FYI, please donāt link to the site.
C9
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Damn, so it looks like somebody must create again pit for this beast then, which is ofc waste of resources if somebody already did it. Same goes with stupid patent wars, why i would need to invent wheel if somebody already done it but he holds patent for it, for the sake of technological progess all patents should be free to use, then you can focus your resources for improving it to perfection ā¦ but this is for another debate and nothing is that simple as it sounds
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Damn, so it looks like somebody must create again pit for this beast then, which is ofc waste of resources if somebody already did it. Same goes with stupid patent wars, why i would need to invent wheel if somebody already done it but he holds patent for it, for the sake of technological progess all patents should be free to use, then you can focus your resources for improving it to perfection ā¦ but this is for another debate and nothing is that simple as it sounds
Take it easy. The pit youāre refering to is not a D pit anyway. MyKinge has submitted his D pit entirely to someone at BMS and Iām sure weāll find a way to finish and implement it. So just as it seemed highly unlikely that I would ever get to this point (remember a comment like āleave it to 3d modellers instead of wasting your timeā) Iām just as confident that anything is possible and this pit will see the light of day just as this model will.
By the way I just noticed an inconsistency with my pilot side panel and the little extension on the vertical console - will correct asap :).
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Stingray, you can always pull a rabbit out of your hat.
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Does anyone by any chance know the max and min rotation limits on the horizontal stabilizers and rudders? I have all other limits for wing surfaces and doors but canāt find this anywhere.
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Does anyone by any chance know the max and min rotation limits on the horizontal stabilizers and rudders? I have all other limits for wing surfaces and doors but canāt find this anywhere.
Rudder : +/- 30Ā° maximum. Can be further limited depending on AOA and landing gear/ flaps on. With DFCS on, limited to 19Ā°.
Horizontal stabilizers : EDITED : actually, +33Ā° (pitch up) / -10Ā° (pitch down).
Source : F-14 NATOPS (Page 2-100 and up).