Just to let you know I'm not "slacking off", work is now focused on constructing the gear from scratch.
Had a 3 hour mesh issue last night that slowed progress but now all resolved.
Hope to get the WIP main gear completed today.
Just to let you know I'm not "slacking off", work is now focused on constructing the gear from scratch.
Had a 3 hour mesh issue last night that slowed progress but now all resolved.
Hope to get the WIP main gear completed today.
That is one sexy leg Milton.
Should wrap up the gear stuff today; all gear now in place and animated, and tuned. Long legs, awesome handling, landings and take-offs on any strip, unimproved or otherwise. She will handle it. Need some brake lines on the mains, and nose doors for the fuselage for the wrap up today.
Putting the gear construction to bed for now. Still have some brake lines and gear door hinges to add before the wrap.
Now is time for a complete exterior review before mapping for textures.
I do have bomb bay door control arms to add but that is more interior than exterior.
Note in the attached, the nose gear steering is set up as castoring for realism and I am showing about a 75 degree turn. Per the manual, steering turns should limited to 35 degrees.
I just completed mapping the fuselage at 9 meters to get as much detail as possible.
Now on the winds, and oooops! I need a minimum of 10.5 meters. I know, I usually check that before mapping the fuselage. :-/
Options:
1) Go back and remap the fuselage at 10.5 meters (give up some detail), or
2) Leave the fuselage at 9 meters and continue the wings at 10.5
With regard to lines and rivets (if you use them), I know this can be a pain in sizing.
I would like your input as to this question before proceeding.
While awaiting your responses, I completed mapping the wings and tails.
If I must remap the fuselage, that will require another couple hours, but that is okay.
Saturday I will complete mapping the engines but can have a painters' package available Saturday early for those of you wanting to get started with the fuselage, wings and tails.
As always; legendary work, My Friend! :-)
Input:
Size is everything - no problem working to differences in scale/sizing - it's so easily compensated for.
So my option would always be Number 2).
OR
Do the wings to the same scale as the fuse and place the wingtips cleverly elswhere on the texture sheet - which admittedly makes texturing everso slightly more...'interesting'.
OR
Greedy rivethappy, split the wings in 3 (1. left outboard of nacelle, 2. both inboard sections, 3. right outboard of nacelle)...but then you'll wan't to go and subdivide the fuse into 3 as well...
tick, tick, tick 5, 4, 3, 2, 1,
Most men often say what they think!
An honest man usually means what he says!
A gentleman always says what he means!
"Αίεν Υψικρατείν "
A fool is not he who asks a simple question, but he who would simply have its asking denied. (Richards 2012)
I guess this won't make you happy Milton, as I prefer option 1 to have everything is the same scale. It can be compensated but in my opinion lines and rivets which are enlarged or reduced in size always loose some sharpness.
Most important however it that they aren't stretched. Although it creates interesting challenges for instance with shading, I always prefer a extra texture instead of leaving out details because of blurry and stretched lines and rivets.
Cheers,
Huub
Are you ready to get started?
I am mapping the engines now; not sure how long they will take but I have assembled a package for you to get started as you wish (since it is the weekend).
The package has been uploaded for you. Here is the readme:
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B-26B/C Marauder by Milton Shupe for FS9 or FSX port over
This model represents the B-26B-10 through the B-26C-55 models. See the included profiles.jpg for visuals.
The attached FS Model files are assembled for painters.
They represent work in progress and are shared early for painters to get started.
The 3-views are shared as reference material and may not represent the actual model shape.
The unzipped ones were used for modeling. I received the better resolution, better quality, zipped 3-views after the modeling was done, but they are great for reference.
The texture templates are provided at 2048 in size for ease of painting.
FS9 textures must be 1024.
FSX textures can be larger of course.
NOTE: A word to the wise: This package contains WIP everything so things may change. Assuming no mesh or mapping errors are found, the exterior model has no further planned changes to affect your work. The flight model is a WIP as well. Panel and Sound folders are aliased to the Harpoon.
Since this is a community project, you may share your WIP screenshots as you wish.
Textures assignment names for wheels, tires, guns, and prop mesh may change so you may want to hold off on those items for a couple weeks as I wrap up mapping miscellaneous items.
Hope you enjoy the Marauder.
Milton Shupe
Fenruary 25, 2017
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EDIT: Consider this the base release; updates that follow will require this download. I also did not label the parts on these paint templates as I thought they were obvious and simple. The engines will be a different story.
Download link: http://www.sim-outhouse.net/download...26painters.zip
Last edited by Milton Shupe; February 25th, 2017 at 10:04.
A nice panel bmp is available from Carlos, check his SOH thread.
http://www.sim-outhouse.com/sohforum...for-the-Storch
Here is pic.
Add some of the A26 gauges from the SOH project and you are set.
See above for panel info.
Thanks Seahawk72; beautiful work there by Gaucho.
I would advise painters to do a thorough checkout of the maps and mesh before proceeding with serious work and check here often. I would hate to have to make changes if errors are found that cause you to lose time. :-)
The engines prove to be a challenge, as usual, when mapping, Lots of nooks and crannies to map separately with 12 separate map/material channels. The air and oil cooler intakes/outlet, and the gear bay, plus internal cowl lips, etc. keep me on my toes. Making progress on the left engine but still have to add cowl and oil flaps. Hope to get both engines done before bedtime.
EDIT: Engine 0 mapping now completed with flaps and oil cooler flap added. Onto engine 1 ... after an afternoon nap. :-)
Nice, Milton, very nice model!
Regards
Well, thank you Sir; sorry I missed you during the RTWR. Would have loved to chat.
Okay, engines mapping now completed so I need to focus on what to do with the engine height as was mentioned earlier.
Should have you an updated model with engine maps Sunday.
Hope you painters are checking the maps and mesh closely. :-)
EDIT: BTW, if the painters would like a fuselage only, wings only, or tails only model for testing, I can provide that. Or if you need some help with wing on fuselage positioning, I can do that.
Before moving on to finish mapping the miscellaneous items on the exterior, I am focusing on "stance" of the fully loaded aircraft (37,000 lbs).
Adjusting main gear height and nose gear length for the later models, and static compression for the weighted nose gear. I think I am getting close.
This raised static pitch by 2 degrees which was the purpose of the longer nose gear to help with take off attitude.
I'll send this off to Tom Falley (Fliger747) who is improving on the flight model.
Now, back to work :-)
Now Milton, there's just one more thing I've noticed. I know you've spent countless hours pushing the polys there, but here it is. I know you'll go"dang...!" Sorry
The cowl looks much improved, looking great, but it's the nacelles behind the engine that doesn't look quite right.
To my eye it drops down slightly a bit and still needs to be pushed up a bit. Not the engine cowls, they look perfect right now, but it's the area behind the engines I'm talking about. I've highlighted the area in question with a red box and I've scribed a couple of red lines on the top and bottom to show it should be angled up a little. If you just push the polys up to make level the top and bottom, it would make a big improvement to more closely match the real look of the Marauder. The engines would not need to be touched, just move it up to be level with the adjusted nacelles.
It looks great what you done so far.
mrogers, actually in that picture I had tried raising the top a bit but the engines were still not right, so I put that back to original positions.
I have now canted the engines up 1 degree as I intended (now that the mapping is done), and refitted to the wing all around the nacelles.
It looks much better and the views are correct and the height is correct with the wing per the 3 views.
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