747-8 is already released...I guess you will make it on your own...Dragon_Mech wrote:as for your 747-800, will you be doing a United Airlines livery like the one that is on your 767?
Decaff's Garage
- NajmiCreative
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Re: Decaff's Garage
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Re: Decaff's Garage
With the introduction of a real thrust reverse feature, I had to change the weapons bay to the weapon bay animation while removing the refueling door animation.
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- u2fly
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Re: Decaff's Garage
What plan you have? You will make F-35 pack soon or so?decaff_42 wrote:Working on the Norway F-35 with a Drag Chute. Not sure why the chute is coming thru as solid shading rather than smooth. I suspect it is because it is because of the YSFace Script Double Sided option enabled.
With the introduction of a real thrust reverse feature, I had to change the weapons bay to the weapon bay animation while removing the refueling door animation.
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- Nodoka Hanamura
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Re: Decaff's Garage
He's been working on this pack for a long time - Decaff's been at it for god knows how long, mainly because he's a perfectionist, from what I've seen. Not to say that it's a bad thing, in terms of quality, It's great, however, time is a sacrificial lamb in that case.u2fly wrote:What plan you have? You will make F-35 pack soon or so?decaff_42 wrote:Working on the Norway F-35 with a Drag Chute. Not sure why the chute is coming thru as solid shading rather than smooth. I suspect it is because it is because of the YSFace Script Double Sided option enabled.
With the introduction of a real thrust reverse feature, I had to change the weapons bay to the weapon bay animation while removing the refueling door animation.
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Re: Decaff's Garage
yup,that's the cause of it (like the one happened on your 787 cockpit windows before on test)decaff_42 wrote:Working on the Norway F-35 with a Drag Chute. Not sure why the chute is coming thru as solid shading rather than smooth. I suspect it is because it is because of the YSFace Script Double Sided option enabled.
I guess it will solve and need to sacrificed with duplicate the mesh and flip the normals...
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Re: Decaff's Garage
I'd like to de-couple the thrust vectoring animation from the door position and instead replace it with the VGW animation. The issue is I do not see a satisfactory solution to this animation equation.
Therefore I'm hoping someone in the community can give me a hand with these animations. Here are the requirements:
(1) Lift Fan Intake Door (LFI) must move from and to full closed when the bomb bay animation is toggled.
(2) The Thrust Vector Animation should not be used
(3) The door should have two positions (50 deg & 80 deg) for slow and high speed STOVL operation.
This last part is where I'm running into issues. Ideally I'd like the door to act like a bomb bay door animation but change the final end position depending on the speed of the aircraft. With a simple arrangement I can get the opening sequence setup properly, but when the door is closed, the VGW animation holds the door open somewhat.
This may not be possible within the YSFlight constraints, but I'd like to get your ideas!
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Re: Decaff's Garage
Its need only visual representation animation? If so, I maybe have an idea for you!decaff_42 wrote:(1) Lift Fan Intake Door (LFI) must move from and to full closed when the bomb bay animation is toggled.
(2) The Thrust Vector Animation should not be used
(3) The door should have two positions (50 deg & 80 deg) for slow and high speed STOVL operation.
This last part is where I'm running into issues.
"- What is YSFlight?decaff_42 wrote:This may not be possible within the YSFlight constraints, but I'd like to get your ideas!
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(31 DEC 2016)
- Barr
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Re: Decaff's Garage
decaff_42 wrote:Sacrificing 400 vetices for the doubling of the drag chute, I've moved my sights to upgrading the Lift Fan Intake Door (LFI) animations.
I'd like to de-couple the thrust vectoring animation from the door position and instead replace it with the VGW animation. The issue is I do not see a satisfactory solution to this animation equation.
Therefore I'm hoping someone in the community can give me a hand with these animations. Here are the requirements:
(1) Lift Fan Intake Door (LFI) must move from and to full closed when the bomb bay animation is toggled.
(2) The Thrust Vector Animation should not be used
(3) The door should have two positions (50 deg & 80 deg) for slow and high speed STOVL operation.
This last part is where I'm running into issues. Ideally I'd like the door to act like a bomb bay door animation but change the final end position depending on the speed of the aircraft. With a simple arrangement I can get the opening sequence setup properly, but when the door is closed, the VGW animation holds the door open somewhat.
This may not be possible within the YSFlight constraints, but I'd like to get your ideas!
Is there a Max/min speed you can set for the swept wing? If so you could use Bombay for low velocity and the high velocity to take it from there
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Re: Decaff's Garage
(From here I'm referring VGW animation STA 1 as when YS thinks VGW is "extended" and STA 2 as when it is "folded". I can't remember which is which exactly. When an STA is "ticked" it refers to it being visible, and vice versa.)
1 low speed LFI door with VGW attributes, STA 1 ticked but not STA 2. STA 1 is 0 deg (low speed flight) while STA 2 is 30 deg (high speed flight). It has a null srf parent, which has the bomb bay animation, going from 0 deg to 50 deg.
This null srf also has another child, yet another null srf. This srf has the bomb bay animation as well, going from 0deg to 30deg. This null srf, in turn, has the second (high speed) LFI door as a child, which also has a VGW animation. It has STA 1 unticked with position set absurdly high, like Z position -999999999, and STA 2 ticked with 0 position and angle deflections.
In my 7am, fatigued mind, this seems to work adequately, though I'm not sure how well it will work in practice. This method may also cause the door to "flicker" when transitioning from low to high speed flight, as with what I'm currently encountering with my DC-10s. I also cannot think of another way, given the conflicting objectives of VGW in this application.
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Re: Decaff's Garage
NightRaven wrote:My idea uses 2 LFI doors. Basically it goes like this:
(From here I'm referring VGW animation STA 1 as when YS thinks VGW is "extended" and STA 2 as when it is "folded". I can't remember which is which exactly. When an STA is "ticked" it refers to it being visible, and vice versa.)
1 low speed LFI door with VGW attributes, STA 1 ticked but not STA 2. STA 1 is 0 deg (low speed flight) while STA 2 is 30 deg (high speed flight). It has a null srf parent, which has the bomb bay animation, going from 0 deg to 50 deg.
This null srf also has another child, yet another null srf. This srf has the bomb bay animation as well, going from 0deg to 30deg. This null srf, in turn, has the second (high speed) LFI door as a child, which also has a VGW animation. It has STA 1 unticked with position set absurdly high, like Z position -999999999, and STA 2 ticked with 0 position and angle deflections.
In my 7am, fatigued mind, this seems to work adequately, though I'm not sure how well it will work in practice. This method may also cause the door to "flicker" when transitioning from low to high speed flight, as with what I'm currently encountering with my DC-10s. I also cannot think of another way, given the conflicting objectives of VGW in this application.
Thanks for your fatigued effort! I have tried to replicate this but I'm having trouble. Could to assemble a DNM with these animations using flattened cubes for the LFI doors and shrunk planes for the null srfs? Something like my attached attempt?
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Re: Decaff's Garage
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Re: Decaff's Garage
Can you think of any way to suppress this action? I'm drawing a blank and what I've tried has not worked. I'm afraid that this additional constraint is the one too many visual animations for a single mesh.
The current animation setup on the aircraft works and I've been satisfied with it, but It doesn't accurately reflect the videos I've seen of the F-35B unless in the hover. If the model can be upgraded, awesome but if not, then I can accept it as a limitation of YSFlight.
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Re: Decaff's Garage
That's just blender side, it's caused by the bomb bay door animation having 3 STA's rather than 2, YS ignores the third, but blender doesn't. if you want it perfect in blender you can set STA 3 with the exact same angle and have it ticked, but it won't affect animations YS side as it'll only pay attention to STA 1 and 2.NightRaven wrote:I'm not sure how to fix it, apart from introducing a third intake door, or changing the relationships somewhat.
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Re: Decaff's Garage
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Re: Decaff's Garage
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Re: Decaff's Garage
I found this two videos, but maybe you have better one
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(31 DEC 2016)
- decaff_42
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Re: Decaff's Garage
The AR Probe Working:
Some STOVL AR fun!
With the F-35B DT-3 finished I was able to spot a new decal on the tails of BF-01 and BF-05. Interestingly they kept DT-2 decals on one tail, but had DT-3 decals on the other tail. This decal took me about 3 hours to complete.
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- u2fly
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Re: Decaff's Garage
Can't wait for it!!!decaff_42 wrote:F-35B Base model is as detailed as I think I can make it.
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- we stand w/ them in their fight against #Putin's aggression”
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(31 DEC 2016)
- ZyreaxGaming_YT
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Re: Decaff's Garage
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