Eurofighter Typhoon
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@Scorpion: yes, editing the location is easy, but finding the correct coordinates for the correct location to replace the current one is eeeeh….not so easy(From my experience of changing the countermeasure buttons location for the mirage cockpit). Well if you throw enough time into it, it’ll work out in the end.
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Hi Yuri,
I know what you mean. It’s quite a bit of a hazzle but manageable when you only need to edit a few data.
@All,
I have basically completed the package. The Flight model has been updated a bit and it now works twin engined with fuel flow tables.
For the weapons I have opted for a slightly altered layout based on the current P2E/P3E Standards with minor modifications of future load and weapon Options.
I recommend that users planning to fly Aircraft of other Operators (such as Italian) download Bloodhounds Typhoon Skins and use them with the German Aircraft.
I have included the 3D pit with proper wings for the RAF Version as well.Have a nice Weekend
Scorpion -
It could be nice if you can made some license plates same as other aircraft… some of us are operating eurofighter and its a little bit frustating photos with repetitive aircraft… so there is an future option if you can/want to add
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License plates derive from the model, the code or what? In other word how can you add them?
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License plates derive from the model, the code or what? In other word how can you add them?
Both!
The model it self has to have the “switch” and the geometries attached for the license plates,and the numbers/letters or whatever you want for each plane. Then the code reads this switch and gives different state for each different aircraft see post on my Phantom thread for the F-4G or the early f-4E witch i managed in G to add a plane with a frameless wind shield and the early E 2 planes with midas gun muzzle and 2 with the early short muzzle besides the serial numbers. The most important thing for this to work is the model to have the switch and its different states -
Hello together,
the NTP PV members and me agreed to include the Eurofighter Typhoon mod into the NTO PV 2.4 release, which can be found here.
The feature list can be found here.
As I know that some questions will likely arise about the weapon loads. These are both in terms of weapon options and loadouts reflecting what is cleared for use by German and British aircraft at the P2Eb and P3Ea standards respectively.
As far as the skins are concerned I only have those for the old 3D model, which has been there ever since FF2. The UK Typhoon in the NTO PV theater still uses it and the features list subsequently contains only the RAF skins.
I have uploaded all skins for the old 3D model here. I don’t really know/understand what’s being meant with regards to the licence thingy. If you like you can modify the skins yourself and redistribute your modded versions. The skins are also approved for use by the BMS team and any theater dev team who continue to use the old 3D model.
The current DDS numbers are 2461 to 2468 which are used for the UK Typhoon. If you use the stock BMS 4.33 install where the old 3D model is applicable to both versions of the aircraft you will need to rename the dds files from 2461-2468 to 2469-2476.
The 7z file contains five folders each with two versions of either the German, Austrian, Italian, British and Saudi skins respectively. You need to copy the dds files into the Terrdata\objects\KoreaObj folder of the respective theater. It should be ensured that the old 3D model is contained and the original dds files shall be backed up before!Regards
Scorpion -
regards to the licence thingy
Tail numbers. I think we can do it with 4 same skins except change tail numbers on each (well they are by the pit in ef2000)
Need to figure out the switches in lodeditor first… -
Hey!
Awesome work for the typhoon sire, but can you explain about the IRST? How does it work? I thought IRST isn’t modeled in bms? -
Hi Yuri,
the IRST is currently a sensor only used by AI controlled aircraft. So it’s not available to the players aircraft. While I considered to add an onboard TGP to mimic the IRST slaved acquisition and STTI modes I decided to not activate this function as it would be a little bit exaggerated.
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Ok tempted enough…. if you want it i will continue if not ill stop it Not that the model used in the theater is bad therefore has some dof errors as switches as well so i said why not? And kinda like the plane it self my aim is at least the same tricount with the current as said if you want it i continue making it (or BMS want it) if not ill stop as i allready having too much projects open
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Ok tempted enough…. if you want it i will continue if not ill stop it Not that the model used in the theater is bad therefore has some dof errors as switches as well so i said why not? And kinda like the plane it self my aim is at least the same tricount with the current as said if you want it i continue making it (or BMS want it) if not ill stop as i allready having too much projects open
https://i.ibb.co/R4RFJD6/EF2000.jpglove this bird, please go on…
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Yes please Manos, If it won’t break your back .
NTO Polar Vortex wants one. -
Haha dear Mano,
Let them coming…
And Thank you of course!
Nikos. -
Slowly getting there i think
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Update: Had some time today to work a bit on the model… RL job taking too much of me… but ok
Remember the picture below is a 3ds render and with symmetry on still a lot of work to do
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Added some more external stuff this one s again 3ds render but this time the symmetrical halves are merged to one for testing purposes (in general this is saved #2) and below is a test export in lod to see how it looks in Lodeditor
Quick question to the Scorpion82 author of the thread : If you dont want me to post images here of the progress i can make a new thread
Cheers
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Hello Manos,
no problem you can post here. Looks good the what you are doing, though I would prefer to see a pit.:-o Do you plan to create some additional features line arrestor hook and most importantly all external position lights?
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Hello Manos,
no problem you can post here. Looks good the what you are doing, though I would prefer to see a pit.:-o Do you plan to create some additional features line arrestor hook and most importantly all external position lights?
Of course i do… its all in plan!Full position lights/and landing lights as well slime lights and the arrestor hook of course,also full working afterburner, but for cockpit that i cannot help unfortunately i never made one and i dont think im able too, I mean i can model it probably but making it working i dont know anything about that!
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I want to model the Pirate pod as well is it enabled in afm/dat file?