Decaff's Garage

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decaff_42
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Re: Decaff's Garage

Post by decaff_42 » Tue Dec 06, 2016 12:15 am

With the F-35B DT-3 it got me thinking about carriers... and the fact that the F-35B is going to operate from the HMS Queen Elizabeth.

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Started from a 27k vertex model. Now only has 4k, but I'm looking to ad ~2-3k back in as deck lines and other details.

I'll be doing some experimentation but hopefully by the time this is closer to being done, Patrick's tutorial on making aircraft carriers will be completed :D .
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Re: Decaff's Garage

Post by Patrick31337 » Tue Dec 06, 2016 12:53 am

decaff_42 wrote:by the time this is closer to being done, Patrick's tutorial on making aircraft carriers will be completed
It's already complete and on my YS PMNV Tutorials page. :)

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Re: Decaff's Garage

Post by decaff_42 » Tue Dec 06, 2016 2:08 am

Patrick31337 wrote: It's already complete and on my YS PMNV Tutorials page. :)
Then Full Speed Ahead Captain!!!
Image
and those 2-3k vertices was a large over estimate. Now looking at 4.5k vertices total.

All that is left to do with the visual model is to get the R2D2's done up in a better paint scheme.
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Re: Decaff's Garage

Post by u2fly » Sun Dec 11, 2016 11:32 am

decaff_42 wrote:YSFlight F 35B Queen Elizabeth Carrier Trials
I hope, it would be Christmas gift from decaff_42 to all YSFHQ members! ;-)
(I keep my fingers crossed)
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Re: Decaff's Garage

Post by Kujo » Sun Dec 11, 2016 5:13 pm

decaff_42 wrote:YSFlight F 35B Queen Elizabeth Carrier Trials
That looks really really good so far! :D Is there a way to fix that weird level correction after you launch off the end of the ramp?
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Re: Decaff's Garage

Post by decaff_42 » Sun Dec 11, 2016 7:30 pm

Kujo wrote:s there a way to fix that weird level correction after you launch off the end of the ramp?
From what I've seen, I do not think so, but it is worth experimenting more with different carriers. The issue as I see it is YSFlight's lack of trajectory. Ideally you are launched off the ramp with upward velocity that as it diminishes you are pumping the engine's thrust into forward momentum. That way when you get back down to deck level you are at flight speeds. (This was a really good resource for some history & other information about ski jumps, but it is formatted weirdly.)

I think the only way to change the launch profile would be to make the deck extend further out, but I think that might look sorta weird at the end of that.

As it stands, if the aircraft has enough forward speed (for it's gross weight), then if the pilot pulls full back stick at the bast of the ramp, it sorta works out. Further testing will be needed to determine this.


Another issue I'm having with the turrets is that the turrets do not want to move when tracking an airborne target. I have tried with the ground object turret CLAs before looking at the stock navy ships. They used the regular turret animations and had dat files to match them. Neither has worked for me.

Another issue is that when you re-spawn on the carrier deck, you explode. This issue is also present in YSMajor's Libya map, so I'm not sure if it is simply a YSFlight issue, or something with my carrier.
Check out my website YSDecaff for all my tutorials and addon releases.

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Re: Decaff's Garage

Post by Patrick31337 » Sun Dec 11, 2016 9:11 pm

You could extend the deck.srf file without extending the visual model deck.

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Re: Decaff's Garage

Post by u2fly » Sun Dec 11, 2016 9:14 pm

decaff_42 wrote:Another issue I'm having with the turrets is that the turrets do not want to move when tracking an airborne target. I have tried with the ground object turret CLAs before looking at the stock navy ships. They used the regular turret animations and had dat files to match them. Neither has worked for me.
Look inside README file of my searchlight
>>> viewtopic.php?t=8392
Maybe some tricks on how setup tracking future will help you.
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Re: Decaff's Garage

Post by Patrick31337 » Sun Dec 11, 2016 9:22 pm

I think the base rotation (left/right) should be CLA 3, the up/down of the gun barrel should be CLA 4.

The barrel should be a child of the base.

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Re: Decaff's Garage

Post by Flake » Sun Dec 11, 2016 11:37 pm

Would a small kinked upwards lip at the very end of the launch deck help pop the nose up a little bit more? I dunno if that would help or impede more.

Pats solution is quite simple and elegant. Give it a try?
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Re: Decaff's Garage

Post by decaff_42 » Thu Dec 15, 2016 3:32 am

Still have some things to work on with the QEC, I've had some luck getting animations to track the airplanes, but nothing like what I was expecting. I will definitely try the extended deck SRF, but I fear that it won't look right unless that ends on a level section. It is wierd how YSFlight just defaults to level even though the plane was just on an incline...

I'm slowing the F-35s for a little while in order to focus on a new scratch modeling project. I've been getting bogged down in F-35 and need a break to get my mind off of it for a while. As I have found in the past, working on another project and then coming back to an older one recycles my interest and renews my motivation.

I'm challenging myself to work 100 percent from scratch (no base models or references from existing models) for this project and so far I'm really, really enjoying it. Lots of new techniques are being tried out and so far I've learned about some blender idiosyncrasies and figured out how to make new features.

Any guesses? 8-)

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Re: Decaff's Garage

Post by dbd000 » Thu Dec 15, 2016 3:40 am

COMAC C919?

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Re: Decaff's Garage

Post by iqmal_97 » Thu Dec 15, 2016 1:58 pm

Aye Three Fiddy? That cockpit glass curvature doe
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Re: Decaff's Garage

Post by Patrick31337 » Thu Dec 15, 2016 4:17 pm

It looks very Airbusy.
decaff_42 wrote:I've had some luck getting animations to track the airplanes, but nothing like what I was expecting.
You might want to look at the way the stock tracker camera is set up. It's basically a turret without a gun.

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Re: Decaff's Garage

Post by jetskit » Thu Dec 15, 2016 9:43 pm

I want to say it's either the Sukhoi superjet, or the bombardier c series, the cockpit Windows makes me think that ;)
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Re: Decaff's Garage

Post by dbd000 » Thu Dec 15, 2016 10:19 pm

jetskit wrote:Bombardier C Series
I think your right... Those windows do look a lot like the C-Series. Been looking through google images at the C-Series and found they are near identical.

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Re: Decaff's Garage

Post by Monoceros » Fri Dec 16, 2016 9:02 am

Hey decaff while you're at it, maybe make the HMS Shag-at-sea? lul
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Re: Decaff's Garage

Post by NajmiCreative » Wed Dec 21, 2016 3:41 pm

decaff_42 wrote: Any guesses? 8-)

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guessed Sukhoi Superjet SSJ or Irkut's MC-21,but nope because those had 6 cockpit windows
yet C Series is confirmed with.....
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Re: Decaff's Garage

Post by Nodoka Hanamura » Wed Dec 21, 2016 4:46 pm

Monoceros wrote:Hey decaff while you're at it, maybe make the HMS Shag-at-sea? lul
Why not the HMS Desperate Shag in a skip?
or the HMS Bloody Awful?
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Re: Decaff's Garage

Post by decaff_42 » Sun Jan 08, 2017 12:41 am

To those who guessed C-Series, you are CORRECT!

So far everything is scratch-made except for the engine fan blades which were taken from the 747/787 and fitted to the engine nacelle. I made ~10 different attempts to get the blades, but nothing looked right.

Image

I've learned a few things with this project and I've had a lot of fun with different things, but the one thing that I've had the best effect with is the indent at the horizontal tail. I had tried to make a hard cut indent into the tailcone, but it didn't look right, so I multi-cut the fuselage and then scaled in a small area. It looks a lot closer to the real thing and also uses fewer vertices!

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Check out my website YSDecaff for all my tutorials and addon releases.

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