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9 hours ago, Wrench said:

don't forget to use the 'remove mesh trick' to take off the wire antennas -- A's didn't have them. (unless it's going to be added the the recently released A/B Orions)

Looks good!

Yeah I forgot to remove the wires...I correct, it has cables. :dntknw: I jumped at the chance to paint the simpler skin as soon as I was able to download the stencil, however I realized this won't be a simple skin only mod as the Latin Orions have different antennas, other positions in the reconnaissance pods and they don't have dispensers... in short, you will need a fake pilot

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Edited by PeacePuma
add pics
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hmmm......maybe paint the sonobouy tubes to match the lower fuselage? And just tell people not to look there??? :dntknw: I didn't realize those export models didn't have them1!

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Okay, it was just to test...
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Many edits later, my wingman with 10000 pounds of payload :
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With a few more tries I succeeded too
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Still things to do, but at least it lands on the aircraft carrier :happy:

And take-off
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The little grey thingy at the right bottom is my wingman doing rounds on the water with one engine down...

Edited by Cliff7600
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Modding in progress :

I wasn't too happy with the handling at slow speed and sometimes the wingmen crashed.
I just don't know what happened to this one
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So I decided to give more lift... but the landings on the aircraft carrier were not good anymore
I got rear-ended by a wingman.
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I thought I should go further on the deck to wait for the wingmen, but the edge is not where it seems ^^ the left wheel is still there.
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On this one I recreated the issue just for the screenshot xD
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Wrong settings for a fake engine that I gave up later. Only the regular engines remain.

I added some reverse and it worked as wanted with the player aircraft but not with the AI aircrafts who started to crash, so I deleted everything.
The purpose of a fake engine at 0,0,0 of the model was to have a reverse sound, and it worked.
But it looks like someone was smoking in the cargo bay next to a barrel of gasoline.

It's going to take longer than I thought, but as long as the Royal Navy let me use their carrier (in the straits of Dhimar) it's ok.
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I need an advice :
What fuel tank from the stock install to use as a 250 US gal tank ?

I'm planning to put 6 of them in the cargo bay. It's an option for ferry flight.

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Okay, I'll bite because I must have missed it, but which map allows for something like that?

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The Twin Otter on the apron ?
It's the Range terrain

but nothing is really unmodded in my install.

If it's doing ferry flights, it's just flying here and there until the night comes (or ends), as there's no refuelling in game.
I did it with the P-2H or the Belfast (9 hours).

Edited by Cliff7600

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3 hours ago, Cliff7600 said:

The Twin Otter on the apron ?
It's the Range terrain

but nothing is really unmodded in my install.

If it's doing ferry flights, it's just flying here and there until the night comes (or ends), as there's no refuelling in game.
I did it with the P-2H or the Belfast (9 hours).

Oh okay as it would  be nice if it wasn't 60% of the actual distance per map or so. I remember one person was doing a mega map but apparently the project fell through.

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S-3 pit repainted / edited
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Sun tails
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Two more to go and I'm done :victory:

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Looks great! I'm glad you took on this task! Many Thanks!! :drinks:

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Dusted off some old higher resolution templates I made for the stock A-10 from 2007, working up a few skins I never got round to finishing. Euro 1, Snow Hog, Peanut and Flipper.

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Lads, I've tried to fix this inside Blender 2.79, cursor to object, locking axis, re-located Parent-Child relations, and do some data ini's tweak too, adding Rotation axis=Y, correcting hitbox etc.. :stars:
Problems are:
-Main rotor rotation doesn't align with proper X-Axis
-FastProp blade is missing (I used the same object with fast tail rotor (only rotate, translate, and tga skinning works only)
-Tail rotor are spinning like main rotor , not in rotor shaft axis.  Anyone can pointed what's wrong or what should I do? Many thanks before.

 

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Edited by anunk47
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Sometimes, when you're testing a mod, you see weird things.
A wingman overshooting the targets.

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First time i've ever tried to 3d model, its really early and i'm not even sure if i'll be able to finish it and get it into the game, but fingers crossed i guess 

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On 23/03/2023 at 12:29 AM, Jimbib said:

Dusted off some old higher resolution templates I made for the stock A-10 from 2007, working up a few skins I never got round to finishing. Euro 1, Snow Hog, Peanut and Flipper.

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I've always wondered what an A-10 would look like in an 'Asia Minor' scheme. You know, a 'what if the Shah had bought a sh*t-ton of 'em in the  mid '70s' kind of thing :cool:

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E-3F

 

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Edited by PeacePuma
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again......

sometimes you just gotta make yer own stuff

On Defense 1995

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Watchman, 95

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Oh! Hardluck. you guess the year

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1 hour ago, daddyairplanes said:

Oh! Hardluck. you guess the year

1994?        Gratuitous photo........

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Hey, so i started remaking the arava from the beggining since it was really bad, and this time nothing clips (i hope). I'm following a guide, and he's making the entire aircraft as one big model, and i was wondering if i need to do that too, and then get it into the game? or do i use seperate blocks and stuff for the wings, so they are different models? Or can i even just make it like him, and then sort of cut pieces so they are seperate? 

Totally new to this and really have no clue, thanks for the help

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18 hours ago, Nightshade/PR said:

1994?       

wrong :lol:

i'll throw you a bone

img00045.thumb.JPG.8e17d3fd5994173225eaab5e198ff0ac.JPG

 

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8K reskinning of the Fiat G.91T.3 Tango Gina.

covering all squadrons with historical correct Decals etc.

 

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Edited by Soulfreak
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