Eurofighter Typhoon
-
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?
-
-
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!
-
I want to model the Pirate pod as well is it enabled in afm/dat file?
-
It’s activated in the ef2000.dat file, there is no afm right now. It’s actually the TGP, you can edit the HAS TGP entry and enter “3” which activates the internal TGP.
-
It’s activated in the ef2000.dat file, there is no afm right now. It’s actually the TGP, you can edit the HAS TGP entry and enter “3” which activates the internal TGP.
Ok thanks!
Some progress… I hope i didnt over do it save #3
-
Hi guys . I re-made the feathers of the afterburner better also added the first tub for the cockpit. Slowly making som progress. I cut also the wheel wells need to make the internals now. Im making slowly some details here and there… enjoy
And a quick question. Does the colors you use in the material make it in Lod model? I think they do but not really sure
-
Yes, they do. Great work there
-
@Nuno:
Yes, they do. Great work there
Thanks a lot for your kind words… trying my best! I wish RL could let me with more free time to work as i want to all the models i currently making or started so i could finish them up more quickly
-
its great in the pit but to be honest external view looks like two giant burning orange crayons when in afterburner. still amazing.
-
Do not forget slats in the wings!!!
-
Do not forget slats in the wings!!!
Of course!
Στάλθηκε από το SM-J500F μου χρησιμοποιώντας Tapatalk
-
Keep the good work…but i hope someone will do also a nice cockpit for it
-
Thanks a lot for your kind words… trying my best! I wish RL could let me with more free time to work as i want to all the models i currently making or started so i could finish them up more quickly
Yeah, I know exactly what you mean, but RL always comes first. Plus, the few spare time that we have usually comes down with the wife and kids…
Keep it up, I’m sure we’ll be amazed with your model, when the time comes… In 3 or 4 weeks, right?
-
I know that it haves Flaperons on the wings, also that front Cannards (usually?) works on the oposite direction i suppose of pitch (as in Grippen) now my question is for the variable intake “flaps” do they work as an intake ramp or depending the AOA as variable intakes of F-15? Even its too soon to ask i will eventually make them so i better know
Thanks in advance! -
The variable intake cowls can deflect up/down to control the inlet area and guide the air. Their movement schedule depends on altitude, airspeed and AoA. What was meabt above weren’t the trailing edge flaperons, but the leading edge slats. The foreplanes are used for pitch control and trimming.
-
I know what Toro meant
So basically i am right? They work as the intakes of f-15 not as intake ramps (example F-4E) As for the foreplanes ( i said cannards) i also know they used basically as the tailplanes in normal configured planes but what i want as a detail (though i will search in Youtube) is if they work the oposite direction of the pitch as in JAS-39 meaning when the plane is pitching up they rotate upwards as well,not as a normal tailplane would doEDIT: just checked some videos it seems they work as i say
-
The canards move trailing edge down to pitch up and then up to counter the pitch up moment.
-
The canards move trailing edge down to pitch up and then up to counter the pitch up moment.
Thats not what i saw in videos though
EDIT: sorry yes! i got it wrong, though about the counter part i dont know how its possible to be animated in game
-
The animation behaviour is controlled through the dat files. For the 3D model you need to define the primary purpose of the control surfaces and the deflection angle limits. The rest is done through the flight model. I’m not too familiar with the afm yet, where it is possible to schedule the movements.