Decaff's Garage

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Re: Decaff's Garage

Post by decaff_42 » Mon Sep 14, 2015 1:06 am

Patrick31337 wrote:I would say you have a ZL line in your .srf.

EDIT: I zoomed in. Yes, you have ZL lines in your .srf. "ZL x1 x2 x3" (where x1, x2, etc. stand for face numbers of a polygon) are what is used to make lights shine in YSF.

EDIT2: As opposed to ZA lines used for transparency.
This is my error! I went back an noticed that I had selected ZL in the YS FACE blender script.

Another error I am running into is with the AIM-9M missiles. When I load them in the preview screen, I see the missiles, When I launch my flight, the missiles are not there, and when I fire them, the missiles are suddenly there. I have verified the paths and folders and syntax, but for some reason the static weapons are not showing. I am using the DAT-specified weapon skins that I sucessfully used with my Tu-95, tu-22m3, and tu-16/H-6 packs, but for some reason it is not loading.


Here is the DAT File in whole:

Code: Select all

REM F-20_TIGERSHARK
IDENTIFY "[Decaff_42]_F-20C_A2G+A2A-01"
CATEGORY FIGHTER
AFTBURNR TRUE                 #HAVE AFTERBURNER?
THRAFTBN  8.5t                #THRUST WITH AFTERBURNER
THRMILIT  5.3t                #THRUST AT MILITARY POWER
WEIGHCLN  11200lb                #WEIGHT CLEAN
WEIGFUEL  5050lb                #WEIGHT OF FUEL
WEIGLOAD  2400lb                #WEIGHT OF PAYLOAD
FUELABRN  3.0kg                #FUEL CONSUMPTION WHEN USING AFTERBURNER
FUELMILI  0.45kg               #FUEL CONSUMPTION AT MILITARY POWER

COCKPITP  0.00m  0.890m  2.75m  #COCKPIT POSITION

LEFTGEAR  1.961m -1.648m -1.269m  #LEFT LANDING GEAR POSITION
RIGHGEAR  1.961m -1.648m -1.269m  #RIGHT LANDING GEAR POSITION
WHELGEAR  0.00m -1.614m  4.345m  #WHEEL POSITION

MACHNGUN  -0.235m  0.300m  6.456m  #MACHINE GUN POSITION
MACHNGN2  0.235m  0.300m  6.456m  #MACHINE GUN POSITION

SMOKEGEN  0.00m -1.00m -10.55m  #SMOKE GENERATOR POSITION

VAPORPO0  4.45m -0.3m -2.82m  #VAPOR POSITION (Wings Swept Back or no-VGW)
VAPORPO1  4.45m -0.3m -2.82m  #VAPOR POSITION (Wings Spread)

HTRADIUS  7.0m                #OUTSIDE SPHERE RADIUS

TRIGGER1 GUN
TRIGGER2 AAM
TRIGGER4 SMK

STRENGTH 8

CRITAOAP  20deg               #CRITICAL AOA POSITIVE
CRITAOAM -15deg               #CRITICAL AOA NEGATIVE

CRITSPED 0.9MACH              #CRITICAL SPEED
MAXSPEED 2.0MACH              #MAXIMUM SPEED

HASSPOIL TRUE                 #HAS SPOILER?
RETRGEAR TRUE                 #HAS RETRACTABLE LANDING GEAR?
VARGEOMW FALSE                #HAS VARIABLE GEOMETRY WING?
VGWSPED1 120kt
VGWSPED2 200kt

CLVARGEO 0.0                  #EFFECT OF VARIABLE GEOMETRY WING FOR Cl
CDVARGEO 0.0                  #EFFECT OF VARIABLE GEOMETRY WING FOR Cd
CLBYFLAP 0.4                  #EFFECT OF FLAP FOR Cl
CDBYFLAP 0.2                  #EFFECT OF FLAP FOR Cd
CDBYGEAR 0.5                  #EFFECT OF GEAR FOR Cd
CDSPOILR 0.8                  #EFFECT OF SPOILER FOR Cd

WINGAREA 17.3m^2                #WING AREA

MXIPTAOA 23.0deg              #MAX INPUT AOA
MXIPTSSA 5.0deg               #MAX INPUT SSA
MXIPTROL 360.0deg             #MAX INPUT ROLL

REM CPITMANE corresponds to Spring Constant K
REM CPITSTAB corresponds to Damper Constant B
REM To be critically damped, B=2*sqrt(K)
REM 2% Settling Time=??

MANESPD1 45kt                #MINIMUM MANEUVABLE SPEED
MANESPD2 90kt                #FULLY MANEUVABLE SPEED
CPITMANE 8.0                  #PITCH MANEUVERBILITY CONSTANT
CPITSTAB 1.6                  #PITCH STABILITY CONSTANT
CYAWMANE 5.0                  #YAW MANEUVABILITY CONSTANT
CYAWSTAB 3.0                  #YAW STABILITY CONSTANT
CROLLMAN 3.4                  #ROLL MANEUVABILITY CONSTANT

CTLLDGEA TRUE                 #CONTROL LANDINGGEAR
CTLBRAKE FALSE                #CONTROL BRAKE
CTLSPOIL 0.0                  #CONTROL SPOILER
CTLABRNR FALSE                #CONTROL AFTERBURNER
CTLTHROT 0.0                  #CONTROL THRUST
CTLIFLAP 0.0                  #CONTROL FLAP
CTLINVGW 0.0                  #CONTROL VARIABLE GEOMETRY WING
CTLATVGW FALSE                #CONTROL AUTO VARIABLE GEOMETRY WING

POSITION 0m 3ft 0m           #POSITION
ATTITUDE 45deg 0deg 0deg      #ATTITUDE
INITFUEL 75%                  #INITIAL FUEL
INITLOAD 0.0t                 #INITIAL PAYLOAD
INITSPED 0.0MACH              #INITIAL SPEED

INITIGUN 560                 #INITIAL GUN






REM Define Weapons
WPNSHAPE AIM9 STATIC user/decaff_42/weapons/F-20_Tank.srf
WPNSHAPE AIM9 FLYING user/decaff_42/weapons/aim9m/aim9.srf
WPNSHAPE FLR FLYING user/decaff_42/weapons/flr.dnm



REM WingTip AIM-9 Sidewinder
HRDPOINT 4.502m -0.298m -1.391m AIM9
HRDPOINT -4.502m -0.298m -1.391m AIM9




LMTBYHDP TRUE                 #Limit Max Num Weapon by Hardpoint

LOADWEPN AIM9 2



REM ClZero,CdZero is fixed by Cruising condition
REFVCRUS 0.9MACH              #CRUISING SPEED
REFACRUS 10980ft              #CRUISING ALTITUDE
REFTCRUS 0.8                  #CRUISING THROTTLE SETTING

REM ClSlope,CdConst is fixed by Landing condition
REFVLAND 110kt                #LANDING SPEED
REFAOALD 10deg                #LANDING AOA
REFLNRWY 900m                #RUNWAY REQUIRED TO STOP
REFTHRLD 0.3                  #LANDING THROTTLE SETTING


THRSTREV 0.6




AUTOCALC



The particular lines of interest:

Code: Select all

REM Define Weapons
WPNSHAPE AIM9 STATIC user/decaff_42/weapons/aim9m/aim9s.srf
WPNSHAPE AIM9 FLYING user/decaff_42/weapons/aim9m/aim9.srf
WPNSHAPE FLR FLYING user/decaff_42/weapons/flr.dnm
The flying shapes are doing fine for both the flare and missiles.
Screen shot 2015-09-13 at 8.49.56 PM.png
Screen shot 2015-09-13 at 8.50.16 PM.png
Screen shot 2015-09-13 at 8.50.23 PM.png
Here is the Weapons folder inside of user/decaff_42/
Screen shot 2015-09-13 at 9.01.55 PM.png

EDIT: Fixed the spoiler, Now shows the DAT File.
@ Patrick, I do not see where in the dat file that is commanded. By default they should not be hidden, right?
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Re: Decaff's Garage

Post by Neocon » Mon Sep 14, 2015 1:16 am

It sounds like you have the weapons set to be invisible until fired, which is usually used for closed weapons bays.

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Re: Decaff's Garage

Post by NightRaven » Mon Sep 14, 2015 5:57 am

I note something off.
In the copy pasted .dat:
decaff_42 wrote:WPNSHAPE AIM9 STATIC user/decaff_42/weapons/F-20_Tank.srf
But in your next part:
decaff_42 wrote:The particular lines of interest:

Code: Select all

REM Define Weapons
WPNSHAPE AIM9 STATIC user/decaff_42/weapons/aim9m/aim9s.srf
These do not match up, so maybe they may be the issue. Also make sure that F-20_Tank.srf is not a null file.
The other reason that I can think of is that you are on fast mode (Crtl-1) but I think that is unlikely.

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Re: Decaff's Garage

Post by decaff_42 » Mon Sep 14, 2015 10:03 am

That was my test to see if that would show anything. It showed the tanks on the wingtips during preview but not while sitting on the ground. then they changed to missiles when firing which is expected.

I was in the default mode when taking those pictures.


EDIT:
I Figured it out. Nightraven, you were on the right track that it was an issue with YSF and not the DAT file. In my configuration setup (Main menu -> config) under graphics, I did not have draw ordinance selected. Now I see my missile flying and Fuel tanks loaded on wings like I expected! :D
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Re: Decaff's Garage

Post by Flake » Mon Sep 14, 2015 12:58 pm

Lol the most obvious solution :)
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Re: Decaff's Garage

Post by decaff_42 » Fri Sep 25, 2015 9:31 pm

Well lots of work on the F-20 getting the weapon pylons and dat files to match up. I probably went thru about 20 iterations.

With how the F-20A/C was coming, I thought that I would bring the F-20B/D into the mix. (Im not sure to label them A/C or B/D yet) This makes the F-20 break 30k vertices, but it is quite nice! I think there will be a few issues with the canopies and how they will open together. Also with the extra weight, the B/D will feature In-Air refueling capabilities with a retractable probe.

Here's a shot of the F-20B/D so far:
Screen shot 2015-09-25 at 5.24.17 PM.png
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Re: Decaff's Garage

Post by NightRaven » Mon Sep 28, 2015 11:12 am

I just realised this project was secretly started 3 pages ago... :oops:

30k vertices? Was this scratch modelled? Or was it imported from somewhere else (since you haven't said anything)?

Also Greenhorn is going to worship you once you finish this... :lol:

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Re: Decaff's Garage

Post by decaff_42 » Mon Sep 28, 2015 11:17 am

Imported from an FSX model, but everything except the Wing and actual fuselage mesh have been heavily edited (Although I did a bit of work on the nose), and the afterburner, parachute and couple of other minor things are scratch made.

I had a little oops the other day when I somehow duplicated the cockpit without even duplicating the meshes. Go Figure. The rotated cockpit was the result of a 90 degree rotation in one of the parent objects.
Screen shot 2015-09-27 at 6.14.17 PM.png
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Re: Decaff's Garage

Post by megaprime13 » Mon Sep 28, 2015 7:12 pm

Have you decided on the paint job yet?
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Re: Decaff's Garage

Post by decaff_42 » Tue Sep 29, 2015 11:48 pm

There will be a few :D but I haven't nailed them all down. I'm going to do a Taiwan paint scheme for sure because it was their request that started the F-5G which became the F-20. I got a nice paint scheme example on an F-16 I'm going to use as a basis.

I have fixed some more mistakes with the F-20B/D, and shortened the fuselage by 70 cm. I noticed in the top view that the nose was ridiculously far forward and would have wrecked the aerodynamics. The original mesh just swapped noses so the rear cockpit was in the same position as the single seat cockpit. By shifting everything back some, the aircraft is still longer, but not so skewed.
Screen shot 2015-09-29 at 7.40.39 PM.png
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Re: Decaff's Garage

Post by decaff_42 » Wed Oct 07, 2015 12:35 am

Thought you folks might like to see some progress! Here's a shot of the AIM-7 test-fire done in the YSFlight skies from an F-20C! :D
Screen shot 2015-10-04 at 1.37.46 PM.png
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Re: Decaff's Garage

Post by decaff_42 » Wed Oct 14, 2015 12:13 am

Work has been done on more F-20s, but I have also found a way to reduce the F-20D DNM file size by 20%!!!!!

I will have to do some re-work, but in the mean while, how about a "Mig-28B" from Top Gun!
Screen shot 2015-10-13 at 8.10.03 PM.png
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Re: Decaff's Garage

Post by The Second Maverick » Wed Oct 14, 2015 12:48 am

Great repainting and modelling Decaff! I like that MiG-28B Finback much :lol:

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Re: Decaff's Garage

Post by decaff_42 » Fri Oct 23, 2015 7:16 pm

I have most of the F-20s ready to go, but I wanted to make a NASA trainer. Introducing the T-20B! With the cannons and wing-tip rails removed, the civilian version is modeled on the T-38. The stubbier nose is done because the cannon and advanced radars are removed.
Screen shot 2015-10-23 at 3.09.14 PM.png
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Re: Decaff's Garage

Post by NajmiCreative » Sat Oct 24, 2015 1:09 am

Yay...a Talon!
just like the one I watched in Discovery HD Mighty Planes just half an hour ago... :D
Hope the cockpit looks nice like my RMAF's BAE Hawk cockpits

EDIT:Talons have 2 engines instead of one...
and I understand the picture is the T-20B...
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Re: Decaff's Garage

Post by Bombcat » Sat Oct 24, 2015 1:17 am

This isn't actually a Talon, as Decaff said. It's an F-20 (F-5 derivative with a single F404 engine) two-seater modified to fill a role similar to the T-38. Some complicated relationships there, but very, very cool.
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Re: Decaff's Garage

Post by Dragon_Mech » Sat Oct 24, 2015 5:05 am

i don't know why, but everytime i see "T-38" i immediately think of the WW II Russiun tank (thank you Call of Duty :D).
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Re: Decaff's Garage

Post by Monoceros » Mon Nov 02, 2015 6:47 am

SS UPLOADER

Just thought I'd run this by here.
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Re: Decaff's Garage

Post by decaff_42 » Mon Nov 02, 2015 11:32 am

Monoceros wrote: Just thought I'd run this by here.
:D Thanks for sharing!
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Re: Decaff's Garage

Post by decaff_42 » Sun Nov 08, 2015 1:47 pm

The F-20 Painting is coming to a wrap and I've got maybe one or two more schemes that I want to do. My motivation for painting has been taking a slight back seat to the 767 mesh and rigging work.

I will probably have to completely re-make the flap movers or do some really heavy editing on the existing mesh to clean it up. The engines are also being stubborn and their slight inward angle is not making things easier to animate. That being said I have all the control surfaces, spoilers and the main landing gear rigged up and ready to go.

All said, without a cockpit, the model is sitting right around 21k vertices and 15.5k faces. cabin windows will probably be around 2-3k vertices, but I'm trying to be a bit more conservative so there is more for the cockpit and eventual paint schemes. I found with the 787 that a detailed paint scheme might add upwards of 10k vertices, so some of those models were 45k+ vertex count.
Screen shot 2015-11-08 at 8.30.42 AM.png
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