Current Projects

YSFlight addon development, questions, tutorials, & more!
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Dan
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Re: Current Projects

Post by Dan » Sun Dec 20, 2015 10:59 am

That looks really nice. :)

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Re: Current Projects

Post by Neocon » Sun Dec 20, 2015 11:00 pm

Here's some more screenshots from the map.
Thanks to Gunny, I have Miami Executive Airport added to Florida with only minor modifications in the form of a few ground objects.
Miami Executive Airport (By Gunny)
Miami Executive Airport (By Gunny)
I also gave the terminal area at Aruba an update.
Aruba
Aruba

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Re: Current Projects

Post by Dragon_Mech » Tue Dec 22, 2015 10:24 am

i'm mainly posting these blender screenshots to see what everybody thinks about this mod.
XF-15_Proto_01.jpg
XF-15_Proto_02.jpg
so what does everyone think?
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Re: Current Projects

Post by ksh » Tue Dec 22, 2015 9:51 pm

Dragon_Mech wrote:i'm mainly posting these blender screenshots to see what everybody thinks about this mod.
XF-15_Proto_01.jpg
XF-15_Proto_02.jpg
so what does everyone think?
i like it! i want to fly that beast!

EDIT: if you make those guns spit fire when you shoot, you got a hell of a plane there!

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Re: Current Projects

Post by Dragon_Mech » Wed Dec 23, 2015 6:32 am

ksh wrote:if you make those guns spit fire when you shoot, you got a hell of a plane there
YSFlight dosen't render skins for the bullets the same way it renders the skins for missiles,bombs,rockets and fuel tanks. for some reason when you fire the guns with a bullet skin installed, it won't fire straight. it spawns off axis. so far the only way i've found to make skins work for bullets is to make them as a sphere or a sphere-like object. i have made a sphere bullet skin for that aircraft and i've made it glow. i may remove the pylons and have only the guns.
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Re: Current Projects

Post by ksh » Wed Dec 23, 2015 10:20 am

Dragon_Mech wrote:
ksh wrote:if you make those guns spit fire when you shoot, you got a hell of a plane there
YSFlight dosen't render skins for the bullets the same way it renders the skins for missiles,bombs,rockets and fuel tanks. for some reason when you fire the guns with a bullet skin installed, it won't fire straight. it spawns off axis. so far the only way i've found to make skins work for bullets is to make them as a sphere or a sphere-like object. i have made a sphere bullet skin for that aircraft and i've made it glow. i may remove the pylons and have only the guns.
oh ok! :( such shame! but i still want to see this project! looking forward to it´s realese! ;)

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Re: Current Projects

Post by Neocon » Thu Dec 24, 2015 1:54 am

I got most of KJAX finished last night, and I'll complete it later tonight.
Jacksonville International
Jacksonville International
Thanks to Gunny for KEYW. I redrew the Keys to make it look more at home.
Key West Airport
Key West Airport

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Re: Current Projects

Post by VNAF ONE » Thu Dec 24, 2015 2:07 am

Woah, that KJAX looks massively familiar :D
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Re: Current Projects

Post by Copperhead » Thu Dec 24, 2015 2:13 am

Dragon_Mech wrote:so what does everyone think?
I think the F-15's variable inlets might have a hard time being, ehm, variable if there are giant cannons strapped to them. A better configuration might be placing the cannons on the sides of the F-15, in a similar fashion to it's conformal fuel tanks.
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Re: Current Projects

Post by megaprime13 » Thu Dec 24, 2015 2:31 am

Copperhead wrote: A better configuration might be placing the cannons on the sides of the F-15, in a similar fashion to it's conformal fuel tanks.
yeah, but it wont be as badass when blowing up your neighbor's inflatable santa
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Re: Current Projects

Post by Dragon_Mech » Thu Dec 24, 2015 4:38 am

Copperhead wrote:I think the F-15's variable inlets might have a hard time being, ehm, variable if there are giant cannons strapped to them. A better configuration might be placing the cannons on the sides of the F-15, in a similar fashion to it's conformal fuel tanks.
i've check the animation of the OCP F-15E (converted to D Model) and the variable inlets have plenty of room to move. and none of the cannon parts or mountings are attached to the variable inlets. i'm also going to move this to my official development thread. if i'm going release this, i'm going to do this right.
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Re: Current Projects

Post by Copperhead » Thu Dec 24, 2015 5:22 am

Ohh, ok... it was sorta hard to tell from that angle.
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Re: Current Projects

Post by Neocon » Thu Dec 24, 2015 7:16 am

I finished KJAX and got it added to Florida, along with some slight adjustments to the local waterways.
KJAX from the northwest.
KJAX from the northwest.
The terminal somewhat resembles an airplane!
KJAX from the southeast.
KJAX from the southeast.

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Re: Current Projects

Post by Gunny » Thu Dec 24, 2015 2:26 pm

Any gators in the ponds? :lol:
Image[/align=centre]

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Re: Current Projects

Post by dbd000 » Fri Dec 25, 2015 6:17 am

Hey Pat
Will TNCM make it into this map?

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Re: Current Projects

Post by dbd000 » Fri Dec 25, 2015 6:19 am

And Around KDAB... Will there be the Speedway?

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Re: Current Projects

Post by Neocon » Fri Dec 25, 2015 6:47 am

Yes, although it isn't highly-detailed. I may add to it to change that, though.
TNCM
TNCM
And the infamous hill just before Gustaf III.
Gustaf III
Gustaf III

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Re: Current Projects

Post by dbd000 » Sat Dec 26, 2015 1:07 am

For TNCM
I would recommend a Camera at the south end of the beach

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Re: Current Projects

Post by Gunny » Tue Jan 05, 2016 6:09 pm

More progress on the next West Virginia winter release.
Lots of Pats pines at Pineville,WV,Kee field.
KEE FIELD.png
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Re: Current Projects

Post by Neocon » Wed Jan 06, 2016 12:27 am

I've been working on improving the NCA YS-11. I know there is a more-detailed model in CEP, but I'm continuing with what was once the stock model. I've already added door lines, and I plan to do some more work on the front end of the body.
YS-11
YS-11
Now with windows!
YS-11 - windows update
YS-11 - windows update

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