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Posted

You may have to find a 3D modder to make a rod LOD with simple skin, and hang two of them as weapons or bpao's on the external model so they are visible...while the models' nose or fus are not visible. A more advanced step might could be a Draken Canopy LOD -- not cockpit -- to hang on the airplane, with the F-4 cockpit inside.

 

--

 

That's one thing that could be done, make a library of 3d geometric objects of various sizes that can hold a simple skin. That would clutter up the SF-1 Aircraft folder, so maybe its a better idea for THE SF-2, if the new game does "pilot" and "weapon" additions differently.

 

 

Good idea. Any takers? Perhaps Derk is already working on this?

Posted (edited)

Good idea. Any takers? Perhaps Derk is already working on this?

 

Nope, that's out of my scope. I agree with you Ordway, that the "frames" (whatever they may be, they are inside the cockpit and not part of the windscreen as far as I can see) are prominent enough . Though somewhat less visible I think the Fulcrum has something similar.

But they differ so much from the rather heavy and curved F4 framing.:dntknw: ......, That's why I'd rather have them removed, but don't worry if you include them, because " the trick " has been revived and everyone can do what he likes. The second set of engine instruments is just as important .... Any progress on that ?

At any rate thanks a lot for what you have done already !!!:good: The radarless F 35 pit looks good too !!! And by the way: nice website about the Draken.....

 

Houdoe,

 

Derk

Edited by Derk
Posted (edited)

The second set of engine instruments is just as important .... Any progress on that ?

Houdoe,

 

Derk

 

The second instruments are messy. I am trying to find them in the mesh...however, so far it seems to be "both or nothing." as they are both attached together, I think. I'll keep working on it.

 

I am making fast progress on the seemingly infinite versions' cockpits...the Finnish seem to have at least three separate major versions with and without radar. I have added placards to the crash pad in front of the non- radar version which meant working upside down, inside out and with mirror images on a mesh within a mesh.

Edited by ordway
Posted (edited)

The second instruments are messy. I am trying to find them in the mesh...however, so far it seems to be "both or nothing." as they are both attached together, I think. I'll keep working on it.

 

. I have added placards to the crash pad in front of the non- radar version.

 

Maybe a trick like that helps for the engine instruments, i.e. placing something in front of them ? (amateur remark, but you never know....):blink:

 

Houdoe,

 

Derk

Edited by Derk
Posted

Maybe a trick like that helps for the engine instruments, i.e. placing something in front of them ? (amateur remark, but you never know....):blink:

 

Houdoe,

 

Derk

 

Yes, that is a good idea. I will try.

Posted (edited)

To me both look great!

 

I just can't wait xD

 

Here is a flight model which was reportedly made with the help of actual former Swedish Saab Draken pilots. It is for Microsoft FS 2004.

 

http://flightsim.bookmark.se/

 

For roll characteristics, it shows that the Draken was limited to only about a 90 deg/ second roll rate in almost all flight regimes (a very slow roll rate). It could roll much faster, but limitations meant that it was not faster in actual flight. Basically, if I understand it right, if you rolled faster, it would be fatal to your mission as your external stores would be "jettisoned" as well as perhaps other damage resulting to the airframe could result.

 

This is represented in the FS 2004 flight model which I downloaded and flew. The Draken would only roll about 90 degress per second in the FS 2004 model and apparently, this is what the actual Draken pilots approved of as the most realistic for a PC flight simulator.

 

BTW, the bookmark Draken's cockpit is outstanding in my opinion...almost more realistic than photos.

 

091114_gunsight1.jpg

Edited by ordway
  • 3 weeks later...
Posted (edited)

Ordway, you can rotate cockpit meshes on one of three axes, and further rotate (*and* translate) any child meshes. Rotations and translations are independent.

 

You may be able to flip guages 180 so they have the backside showing, whatever that might be -- a box perhaps, which would be what you are looking for I think -- just not a front guage face, although that may be the result as well. I dunno.

 

something like this...

 

[Move14]

Type=AIRSPEED_INDICATOR

NodeName=SightTube

MovementType=ROTATION_X

Set[01].Position=45

Set[01].Value=0.0

Set[02].Position=45

Set[02].Value=1.0

 

Rotations are X, Y, or Z. The above sniplet is the rotation I did to Pasko's F-106 gunsight to make a sightless version, with classical junk-pile in front of the pilot. The tower of junk is the rotated gunsight -- you'd never recognize it. :good:

 

F-106-1.jpg

 

 

Using suitable LookAroundHeight, player view movement creates pilot "head movement" that can look beyond the junk pile to the runway stripes on which the aircraft was lined up with.

 

F-106-2.jpg

Edited by Lexx_Luthor

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