WIP: F-14 B/D
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Wow!!
Looks amazing! Glad to hear from you again! Couldn’t 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 I’m a child. It was always my favorite fighter. Sadly it’s 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 ‘Im gonna need some crew soon’.
I know something about this.
Here’s 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, it’s 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 you’re 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 you’ll have to delete at some point, or it will mess up the vertex normals a bit until you do.
Most of the modeling I’ve done has been low poly. With the poly-count that you’re going for the Subdivision Surface modifier will likely be the way to go. I’ve 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. Don’t worry if all the points on your squares don’t fall on the same plane, the squared mesh is just a control cage for the SubSurface mesh you’re building.
I’m 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! Couldn’t 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 I’m a child. It was always my favorite fighter. Sadly it’s 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 hasn’t 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. They’re 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 don’t like too much :).
Maybe we’ll 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:
I’ll 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 pilot’s 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 I’m 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 - won’t blow the poly count.
Excluding windshield and canopy it currently sits at around 1700 tris. Given the detail I’m ok with that. I’ll connect the RIO console to the pit itself that should save some geometry but I’ll never be able to go below 1500 tris :).
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The seat-belts could do with a little more love, but…
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, but…
WOW.
All kidding aside when you look at the actual seat it’s sorta tricky to decide what to model and what detail to leave to textures…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.
‘What about cockpit?’ That’s the question of all questions isn’t it? As was said in Hamlet “Conscience and grace, to the profoundest pit!”.
Anyway as you say without MyKinge’s 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 Myking’s WIP cockpit was only available in Korea 80’s theater, and it was good to fly with it, but in 4.33.3 we haven’t this pit, it’s unfortunate…
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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 don’t 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 … 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 … but this is for another debate and nothing is that simple as it sounds
Take it easy. The pit you’re refering to is not a D pit anyway. MyKinge has submitted his D pit entirely to someone at BMS and I’m sure we’ll 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 ‘leave it to 3d modellers instead of wasting your time’) I’m 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 can’t 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 can’t find this anywhere.
Rudder : +/- 30° maximum. Can be further limited depending on AOA and landing gear/ flaps on. With DFCS on, limited to 19°.
Horizontal stabilizers : EDITED : actually, +33° (pitch up) / -10° (pitch down).
Source : F-14 NATOPS (Page 2-100 and up). -
Rudder : +/- 30° maximum. Can be further limited depending on AOA and landing gear/ flaps on. With DFCS on, limited to 19°.
Horizontal stabilizers : EDITED : actually, +33° (pitch up) / -10° (pitch down).
Source : F-14 NATOPS (Page 2-100 and up).Sweet! Thanks, didn’t think to check the NATOPS now that you mentioned it.
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Now that the pit is done (pending the sticks and some minor adjustments) it’s on to the wings and surfaces and actually to the end of hard surface modelling in Blender. So now optimizing and ‘perfecting’ the mesh(es) and getting everything to work (also started on the refueling probe is in focus as well as modeling the insides like the inside of the wing body and glovebag etc.
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If this can help you for the refueling probe, check this out :