Rypley's Hangar
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The COckpit is over ?
Any have the model ? -
Hmm long time no post, I hope Rypley and this project is still alive and well.
BTW I found a F-16A pit video taken in AirForce Museum in Dayton Ohio, it has some nice details. Might be useful for a reference material both for 3D mdel and avionics code. -
@Xeno I’m all right luckily, the project has had some progress but it’s kind of in the back burner due to work and other issues, though I still work on it from time to time, no idea of when I’ll be able to go “coming in hot” again but slowly and steadily it’s getting a wee bit of progress
Plus, I’m saving for a brand new rig so I can make progress easier with newer blender versions so it’s one of the reasons I don’t work as often on it.
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Great to hear you’re alive and well matey No rush, take your time, i’s natural rl issues take precedence over hobbies.
Take care and good luck with your endeavors. Just keep us up to date once in a while. -
@Xeno Will do my friend! will definitely do.
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@Rypley Hi Rypley, I’m so glad you’re back.
I have enough material to help you with your project with Real F-16 Pilots and I include myself and I am from Venezuela Of course… Contact me leave my whats app in private -
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@Rypley What happend to the 3D model of this plane ?
I have all the necessary infomarmation to help complete it but I dont know how to model 3D -
Is this project still ongoing?
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@FalconBMS I haven’t seen or heard from him in several months. He’s in Venezuela, and they have been going through some trying times the past few years.
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Greetings folks!
It’s certainly been a while since I’ve posted, so I guess I’ll rather go straight into the detes:The project while has seen some development in trickles, But it has been a while since I’ve gotten a proper sit down and started modelling, mostly due to IRL work and me focusing on other things, but seeing the advent of more F-16A cockpits on other sims (WT comes to mind), Why not have a go at it again?
So, as of today, this is my main plan:
- Model each part of the Block 15 cockpit (Originally it would’ve been the B15 OCU cockpit but lack of pictures regarding most of the panels of that version doesn’t allow me achieving the amount of detail that I want)
- Combine multiple parts into whole models (Combine the L/R, L/R Aux consoles with the cockpit frame for example to reduce overall polys and ease the UV unwrap process)
- UV Unwrap after combining models (less workload I
supposehope) - Evaluate the equivalence of controls (Some knobs and functions in the A cockpit has either been moved to a digital subpage on the MFDs or DED or does not exist in the C cockpit (And that goes backwards as well), expect some panels to be mostly eye candy due to no real code for those (they’ll still be fully animated and interactable for future implementation at the time of release)
- Rig the switches, knobs, levers and buttons
- Create the textures
- Test the functionality of the cockpit in-sim as well as polishing any errors or modelling leftovers.
- Start documentation that shows the control panel’s switches and knobs equivalences to the C cockpit controls as well as an installation manual.
- Release and upload the models and texture templates as Free Open-Source material on github.
Hopefully that clarifies most of everything
Still, I’m open for DMs.Best regards,
Gabriel AKA Rypley.
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@Rypley Epale Gabriel good afternoon, I have documentation of the real plane and photos of the instruments of the Real plane, receive my direct message and I will support you with what you need… I can even give you an experience in that F-16A
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@AlejandroFAV-0 Long time no see Hermano! Right away my man!
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Here’s a quick comparison regarding the current remodelling i’m doing to almost everything, as you can see, I’m taking details more seriously (and willing to sacrifice the tri count for it), as well as using measurements of panels that would equal to real life counterpart for an overal 1:1 replica of the whole cockpit (something that I’ve disregarded or didn’t take seriously as seen in the height on the panels), hopefully all of these will make it more realistic and make do for the lack of normal maps.
OLD-Left
NEW-Right
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@Rypley
Hi Rypley long time no see. I’m glad you’re ok, I was strarting to worry about you.Check with @I-Hawk about tri-s limits and other upcoming goodies in upcoming u4. AFAIK u3 with new model format already handles much higher tris/ply-count. U4 is supposed to bring full PBR support, ‘tho’ i’m not sure if normal-maps are included too (in definition it should as normal maps are part of PBR pipeline). It would be cool if you pit, (which looks amazing btw) would take advantage of all of the cool stuff devs brought to BMS recently.
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@Rypley before you continue, I think it would be advisable to be sure that the HUD physical dimensions and head position (± where the seat is, which is defined by physical length of the pit) are ok.
If these dimensions are not 101% correct, rendering of HUD symbology will be wrong later. Likely with incorrect FOV…symbology may land outside of the HUD …“cut”. -
@tiag Yes thats a good point! The headposition in the current BMS cockpit is also not perfect, but it matches the HUD at least.
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+1 on what has been said on correct scale/position. Also VR mercilessly exposes all of the mistakes and omissions so take your time and make sure mesh is in correct size and as detailed as possible.
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@Xeno said in Rypley's Hangar:
@Rypley
Hi Rypley long time no see. I’m glad you’re ok, I was strarting to worry about you.Check with I-Hawk about tri-s limits and other upcoming goodies in upcoming u4. AFAIK u3 with new model format already handles much higher tris/ply-count. U4 is supposed to bring full PBR support, ‘tho’ i’m not sure if normal-maps are included too (in definition it should as normal maps are part of PBR pipeline). It would be cool if you pit, (which looks amazing btw) would take advantage of all of the cool stuff devs brought to BMS recently.
Hopefully @I-Hawk can say the limit (or is it in the wiki?) but yeah, PBR would definitely make some of my wishes com true (Fluffy seat where you at!!)
@tiag said in Rypley's Hangar:
@Rypley before you continue, I think it would be advisable to be sure that the HUD physical dimensions and head position (± where the seat is, which is defined by physical length of the pit) are ok.
If these dimensions are not 101% correct, rendering of HUD symbology will be wrong later. Likely with incorrect FOV…symbology may land outside of the HUD …“cut”.I’ll have to look for a tutorial on how to measure that, good thing you mentioned it though because I would’ve probable never factored that in until I added the model into BMS and encountered the issue so big big thansk
@Xeno said in Rypley's Hangar:
+1 on what has been said on correct scale/position. Also VR mercilessly exposes all of the mistakes and omissions so take your time and make sure mesh is in correct size and as detailed as possible.
Making sure the models are fully closed in is actually something I really want to do because with VR, the cameras can be moved much further than the standard controls iirc, and that could expose some “empty spots” made from no creating faces on places that won’t be normally looked into, I believe that’s one of the issues the current BMS viper cockpit has with the back parts of the ACES II seat since it casts a weird shadow when the sun is in the back of the pit (NO I’M NOT DISSING)
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I believe I’ve achieved a decent amount on details, but what do YOU think? should it have more? Please let me know.
(do keep in mind that this is just the plain model with a material asigned to distinguish everything.)