JanHas Models & Skin Thread -Compatible with 4.36
-
Great work Jan. Absolutely beautiful Models.
In a multiplayer flight Friday evening with 12, I used the Block 50 models and they worked great, but I did see the afterburner showing up in front of the nose of the plane. It would show up and stay for extended periods when the nozzle was wide open (but not in gate) as shown in the pick. I did not see it on my own jet. Different from the flicker burner others reported on other blocks.
Oke, thanks. I will put this on the to do list. I hope I can replicate the issue. Looks like a LOD3/4 issue. Maybe I need to move the poly’s to one stage later…
-
Jan,
Why dont you shrink the Afterburner to be inside the model and use an apropriate dof to “enlarge” the Afterburner? I did that with the burner you send me for the Phantom, im not home right now to tell you the dofs i used but if you want i can tell you later or tomorrow. I tell you that cause i know that the AB its outside the model if i remember correct right? -
Jan,
Why dont you shrink the Afterburner to be inside the model and use an apropriate dof to “enlarge” the Afterburner? I did that with the burner you send me for the Phantom, im not home right now to tell you the dofs i used but if you want i can tell you later or tomorrow. I tell you that cause i know that the AB its outside the model if i remember correct right?That is the standard BMS AB model and it does not work like it should. The AB length is way to short and the problem is that the AB is already moving and enlarging while it’s not lit. With the front intake deep and only the actual length of the engine there is not much room to play. The shock diamond won’t look good / realistic with the enlarge dof. Believe me, I have tried to get a better model with the limitations but it’s either a short AB flame or a longer one (like the real thing). It seems the AB works a bit different with the GE mode, it’s just a matter of solving the issue.
-
That is the standard BMS AB model and it does not work like it should. The AB length is way to short and the problem is that the AB is already moving and enlarging while it’s not lit. With the front intake deep and only the actual length of the engine there is not much room to play. The shock diamond won’t look good / realistic with the enlarge dof. Believe me, I have tried to get a better model with the limitations but it’s either a short AB flame or a longer one (like the real thing). It seems the AB works a bit different with the GE mode, it’s just a matter of solving the issue.
Hey Jan,
Another minor issue with the 50 skin is that in the 14th FS tail….tail 90-0825, the serial number by the refuel door reads 91825 and should read 90825
-
I have created a Royal Moroccan Air Force version intended to replace the F-16C-52+ EAF model. I also included a CFT model. Both come with some upgraded parts and both use the same body and 3 tail skins. You can download the package via my website: janhas dot net
-
I have created a Royal Moroccan Air Force version intended to replace the F-16C-52+ EAF model. I also included a CFT model. Both come with some upgraded parts and both use the same body and 3 tail skins. You can download the package via my website: janhas dot net
Wow, this baby will rule into the POH theater!!!
Respect Jan and a big Thank you.
Nikos. -
Dude that one is freakin gorgeous.
-
Oke, thanks. I will put this on the to do list. I hope I can replicate the issue. Looks like a LOD3/4 issue. Maybe I need to move the poly’s to one stage later…
I also got same behaviour even when lead was rolling from the runway, which should showing LOD1/2. I will upload screenshot after I back to home.
-
This skin is totally badass!!!
-
I have created a Royal Moroccan Air Force version intended to replace the F-16C-52+ EAF model. I also included a CFT model. Both come with some upgraded parts and both use the same body and 3 tail skins. You can download the package via my website: janhas dot net
Thank you very much Janhas !!! A true Master. It is more than beautiful. It is perfect.
-
I also got same behaviour even when lead was rolling from the runway, which should showing LOD1/2. I will upload screenshot after I back to home.
I have tried to replicate the issue with the block 50, but without luck. I need more info about the circumstances because if I can’t replicate the issue it’s just pure shot in the dark… Talking about a shot in the dark: I have a suspicion that the engine RPM settings in the dat file might play a role in this (P&W 0.97 vs 1.08 GE). Fly the model with the a LV3 P&W dat file and see it the issue is still there.
-
I have tried to replicate the issue with the block 50, but without luck. I need more info about the circumstances because if I can’t replicate the issue it’s just pure shot in the dark… Talking about a shot in the dark: I have a suspicion that the engine RPM settings in the dat file might play a role in this (P&W 0.97 vs 1.08 GE). Fly the model with the a LV3 P&W dat file and see it the issue is still there.
I guess that problem happens in multiplayer session only.
Maybe it’s relative to the difference of behavior between human controlled aircraft and AI, which you’ve mentioned in the e-mail. -
I also got same behaviour even when lead was rolling from the runway, which should showing LOD1/2. I will upload screenshot after I back to home.
sorry, I could not find a good screenshot from last sortie, I would post it when I could meet the behaviour next time.
-
I guess that problem happens in multiplayer session only.
Maybe it’s relative to the difference of behavior between human controlled aircraft and AI, which you’ve mentioned in the e-mail.But since it only is happening with the GE model, since as long as the block 52 engine issue was fixed there has not been any reports of this issue, makes it probably an GE AB stages issue (11 stages). The GE AB model is the same as the P&W model and after doing a comparison between the dat files makes me believe the culprit is the MilRPM data in the fm file. P&W number is 0.97 while it with the GE 1.08. Question is if an edit into 0.97 changes the flight model or just the moment the AB becomes visible. I need to get more data/observations before I make a fix. If people who experience the issue swap the 50’s dat file for the 52 and report back the the result would surely be appreciated and a step towards a solution.
-
Hi, JanHas.
Though textured canopy glass has it, it looks like pType 25 (HDR colored) canopy doesn’t have a difference of color between forward and after part.
In my point of view, forward part tinted yellow or green.
Generally, it looks yellow under the cloudy sky. Under the clear and blue sky, it looks green.
After part tinted in various colors like brown, pink or blue which is depends on lighting condition.
That color difference can be seen in many photos, at least for USAF Block 50.I guess you are busy for many works, however, is there any chance to have it in your LVN3?
-
Sorry Peca, but this is a poly type behavior issue. P25 can’t handle canopy colors very well. It’s the major reason I myself use p21 type poly because then I can adjust color and transparency much better. If you want changed canopy color; use the standard p21 F-16 model, grab the tail psd and adjust the color to your liking…
-
Sorry Peca, but this is a poly type behavior issue. P25 can’t handle canopy colors very well. It’s the major reason I myself use p21 type poly because then I can adjust color and transparency much better. If you want changed canopy color; use the standard p21 F-16 model, grab the tail psd and adjust the color to your liking…
Thanks for quick reply, JanHas.
I understand that you think the shader effect in pType 25 can’t replicate the color correctly.
I don’t think both of two method (texture and pType 25 shader effect) can replicate the real canopy reflection and color change perfectly, in various lighting condition.
However, I believe that pType 25 can handle the color, just as the same level of texture.Plus, I personally prefer pType 25 shader effect than texture.
Actually it looks much better than texture, like glass in real world, even you made a cool texture for the canopy.
My Japanese friends have same opinion about it.
And AFAIK, all of them are enjoying pType 25 LVN3, instead of pType 21 LVN3. -
Plus, I personally prefer pType 25 shader effect than texture.
Actually it looks much better than texture, like glass in real world,
My Japanese friends have same opinion about it.
And AFAIK, all of them are enjoying pType 25 LVN3, instead of pType 21 LVN3.Its just a personal taste m8. My opinion is that pt21 is as real as it gets, and we are simulating an aircraft canopy here, it’s not glass thus it does not have the reflection characteristics of glass. It is a 3-layer mix:
1. The innermost layer is 0.5 inch thick polycarbonate and drape-molded into the compound curvature shape.
2. The center layer is 0.05 inch polyurethane to bond the inner to the outer layer.
3. The outer layer is a 0.125 inch layer of acrylic (PMMA).pt25 looks strange since it keeps the “reflection” effect under all angles, which IMO is not realistic for representing the actual materials under most lighting & weather conditions.
-
Its just a personal taste m8. My opinion is that pt21 is as real as it gets, and we are simulating an aircraft canopy here, it’s not glass thus it does not have the reflection characteristics of glass. It is a 3-layer mix:
1. The innermost layer is 0.5 inch thick polycarbonate and drape-molded into the compound curvature shape.
2. The center layer is 0.05 inch polyurethane to bond the inner to the outer layer.
3. The outer layer is a 0.125 inch layer of acrylic (PMMA).pt25 looks strange since it keeps the “reflection” effect under all angles, which IMO is not realistic for representing the actual materials under most lighting & weather conditions.
Hi, Raptor.
Yeah, I agree with you. Ultimately, it’s matter of choice all of us make.
As I already wrote, I don’t think there’s a perfect way to replicate aircraft canopy in this simulator.
I don’t think it has to be existed, because this simulator is not for simulating aircraft canopy reflection, obviously.
Both method have cons and pros like everything in this world.However, as I said in last post, shader effect in pType 25 looks much better than the texture.
I don’t think that shader effect doesn’t look realistic, since it has an advantage over the texture.
For example, if we use texture, we have no light scattering on the surface of canopy.pt25 looks strange since it keeps the “reflection” effect under all angles
I’m not sure I’ve perfectly understood what you mean, but I agree with you.
It looks strange under the low light condition, like inside the HAS.I’ve tested the shader effect a lot of time since the release of 4.33.
And I would say, it certainly be able to handle the color as much as texture, in my point of view. -
I guess you are really fed up with my comment or suggestion for your work, JanHas.
However, for analyzing my opinion objectively by myself, I’d like to show some evidences which supports my opinion.
I believe that it contribute for constructive discussion in here.I’m going to list up some pros and cons of pType 25 shader effect.
If you don’t wanna read my post, please just skip and ignore it.Pros:
1. Realistic gradation of shades on the edge
2. Realistic reflection of light on the edge
Cons:
1. Too much reflection under the low light environmentAnd, I’m also going to list up pros and cons of pType 21 (textured).
Pros:
1. Better color replication (According to JanHas, not my opinion)
2. No too much reflection under the low light environment
Cons:
1. No realistic gradation of shades on the edge
2. No realistic reflection of light on the edgeSince we spend limited time in HAS (15 minutes maximum before taxi out), I would say, the benefits of pType 25 are superior to pType 21.
I’m not offending you, JanHas.
I just want to provide you constructive opinion for better and realistic 3d model creation.
I hope you understand that.