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Posted

I've taken some time out from the Galicia terrain (I really hate doing rivers!) to work on the Farman F.40, a two seat pusher style that was used pretty heavily in 1916. I'm still working on the gunner and haven't even started the skins yet. The gunner is giving me a lot of problems, finding the balance between range of motion, realism, and poly count.

 

When this is finished, I'll do an F.30 for the Russians. Crowford has been helping with info about Russian cockpits and instruments.

 

 

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  • Like 2
Posted

Not bad, Stephen1918! Only nacelle should be, it seems, hardly to more convex in a forward part. The pilot with gunner is a little bit larger, than it would be desirable. By him is "close" in a cockpit. And in rest - it is good. The qualitative skins and are necessary, then it will be absolutely good.

Posted

The cockpit and nacelle on this plane are a real compromise. In the game, the gunner is attached to the gun and moves when the gun moves. His legs are severely distorted to keep them from sticking through the side of the nacelle, but still look believable from above. If the pilot is any closer to the gunner, you can see the distortion in the cockpit view. So the nacelle is wider and the crew are farther apart than they should be. I'm also putting a dashboard in the cockpit to help hide the gunner. I don't think the real F.40 had an instrument panel, just instruments hung on the frame as necessary.

 

But it should still be a good plane.

Posted (edited)

It looks very good to me. And it's a very needed plane. French Armchair Aces pilots will be happy to have this one in 1916-17 instead the old MF.11c!

Edited by ojcar
  • Like 1
Posted
But it should still be a good plane.

 

It is the good plane! Simply a little bit of constructive criticism.)) It is a pity, that our desires not always coincide with our opportunities.

Posted

I try to be as accurate as possible in all my planes, but the game does impose some limits and there is always a bit of "fudge factor" especially in the cockpits and gunners. So, I try to at least be believable. 

 

Ojcar - you just updated Armchair Aces, and now there's a new plane. Sorry?

Posted

I try to be as accurate as possible in all my planes, but the game does impose some limits and there is always a bit of "fudge factor" especially in the cockpits and gunners. So, I try to at least be believable. 

 

Ojcar - you just updated Armchair Aces, and now there's a new plane. Sorry?

Don't worry about it. Updating one single plane is easy. Last update had so many new planes I think I changed something in every single campaign!

  • Like 1
  • 3 weeks later...
Posted

I'm very close to finishing the plane, I've begun to rough out the skins. But the cockpit still needs some work. I'm still not satisfied with the gunner so I haven't started the cockpit skins yet.

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Posted

Lookin' good, Steve.  I can see why you aren't real happy with the gunner - TW code doesn't give model makers much flexibility when making gunners!  :bad:

Posted

Yeah. In First Eagles, the gunner is really part of the gun so he will only Pitch and Yaw with gun - no animation at all. In some of my other planes, the gunner was two pieces so he could elevate without his knees coming through the fuselage - that distorted his torso a bit, but since he was in the gunner's pit you couldn't really see it. This guy sits right in front of the pilot so two pieces isn't an option here. 

 

I've got him working fine, but only with severe limits to his field of fire. I keep thinking that I can increase his angles of motion, but I haven't found the solution yet...

Posted

Great to see this - will fill one of the few remaining gaps in the FE planeset! Not many real gaps left now, except an AW FK8, a 1918 German 2-seater and a Dorand AR.

  • Like 1

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