Current Projects

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

Post by Coop » Mon Jul 24, 2017 9:38 pm

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Me when I remebered this was a thing on the 2015 paint
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Neocon
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Re: Current Projects

Post by Neocon » Tue Jul 25, 2017 6:05 am

Gunny suggested a push back truck. I thought this one was interesting.
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heavy aircraft tug

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Re: Current Projects

Post by Hornet » Tue Jul 25, 2017 9:32 am

It's been over a month since I posted my last post on FHQ. Here is some news from my F/A-18E/F Project.
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Making new F414 is quite funny work for me. Probably because it was more than I imagined.
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Despite this cool enough, I don't like the look in the Afterburner state. So I have removed this for now.
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Let's move on to the development of the cockpit. I have re-created two MFDs to change fonts and reduce vertices.
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(MFD with HARM)
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(MFD with 12 AMRAAM and 2 Super Sidewinder)

This is the hardest part. To express the various arm capabilities of Super Hornet, I decided to create MFD in a variety of situations. This will take a considerable amount of time, since it will be creating more than 10 MFDs.
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This is the most recent one. If you like to fly at YS FLIGHT in night scene, I think you will like this too.
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Cockpit light for pilots flying at night! Currently, it is being operated with formation lights using the I key. If you have any other ideas, please let me know. Page Up / Down is already in use for Wing Folding.
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(Night flight with aircraft lights)
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Now let's move on to the field of weapons. The former Fuel Tank that I use for Super Hornet is from Hornet which was made by Decaff. And I recognized this is not fit with Super Hornet. So I develope another Fuel Tank for Super Hornet.
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The Fuel Tank behind is what I made, and the one in front is Decaff's Hornet Fuel Tank.
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I will finish this post with several photos of the Super Hornet AAM experiment.
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And here is a Google Sheet that lists the painting tasks. If you are interested, please take a look.
https://docs.google.com/spreadsheets/d/ ... p=drivesdk

If you have any questions or suggestions about this project, please feel free to PM me by forum or any SNS at any time. I will be able to respond as soon as I see it. Thank you.
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Re: Current Projects

Post by Flake » Tue Jul 25, 2017 10:52 am

All these hornet mods are giving me intense feelings.

Coop, please take your time on that tail art. It looks absolutely amazing so far and you are really doing the real life counterpart justice.

Hornet, I'm loving all the light and HUD details on that superbug.

it's great to see the pit internals get some much needed love on current projects in general. We spend most of our time here as pilots, it makes sense to make it beautiful. For true beauty is on the inside.

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Re: Current Projects

Post by Gunny » Wed Jul 26, 2017 1:12 am

As some of you may know, I am not a big fan of military aircraft. But damn talent is talent and these guys have it to spare.Detail to your heart's content guys there beautiful.
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Re: Current Projects

Post by Turbofan » Wed Jul 26, 2017 2:03 am

Gunny wrote:
Wed Jul 26, 2017 1:12 am
As some of you may know, I am not a big fan of military aircraft. But damn talent is talent and these guys have it to spare.Detail to your heart's content guys there beautiful.
What he said.
Check out my YSFS videos on my Youtube channel!
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My general rant: I will call them blended winglets, not Sharklets; There is no CEO, it's just simply put, an Airbus 319/320/321, or the 320NEO, 321NEO etc. I didn't land IN OKC, I landed AT OKC. On the other hand, I did land in Oklahoma City.
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Re: Current Projects

Post by Mog » Wed Jul 26, 2017 4:22 pm

Coop wrote:
Mon Jul 24, 2017 9:38 pm
Canadian CF-18 Repaint
We Canadians know how to paint an aircraft!

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Re: Current Projects

Post by Vic Viper » Fri Jul 28, 2017 12:26 am

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My personal Mustang "what if?"

Best parts of a Mk24 spitfire, SeaFire, F4U5N Corsair, and a SeaHorse

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Contra rotating props to handle the 3200hp out of the racing tuned Griffon engine

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Carrier capable as well


Released!
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Re: Current Projects

Post by Mog » Fri Jul 28, 2017 7:17 pm

Vic Viper wrote:
Fri Jul 28, 2017 12:26 am
My personal Mustang "what if?"

Best parts of a Mk24 spitfire, SeaFire, F4U5N Corsair, and a SeaHorse
Can confirm, it flies real good ;)

ModEdit: Do you really need to quote the entire post if it was literally the most recent post in the thread? Please don't repeat image postings if you don't have to. :)

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Re: Current Projects

Post by Swift » Sat Jul 29, 2017 4:21 am

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Re: Current Projects

Post by Vic Viper » Sat Jul 29, 2017 5:09 pm

More love for WW2 design! This time the lovely de Havilland Mosquito, with some changes

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New Griffon engines, rated at 2050hp each (from a mk22 Spitfire)

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Basically, I've united the night fighter and fighter/bomber versions into one package, and added a small twin MG in the back for the co-pilot (for protection)

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4 .303 Browning MG's and 4 Short-barreled, electrically fired hispano 20mm cannons

Also coming soon!
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Re: Current Projects

Post by Neocon » Mon Jul 31, 2017 6:46 am

I'm working on a small map with three military air bases. I've finished the three air bases, so all I need to do is make the landscape into which they will be inserted.
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RAF Waddington
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RAF Cranwell
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RAF Coningsby

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Re: Current Projects

Post by Kujo » Mon Jul 31, 2017 6:54 am

Dear god, this is the most detail I have ever seen on RAF bases! You've got my attention, so finish it! :D
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Re: Current Projects

Post by Neocon » Mon Jul 31, 2017 6:37 pm

There is still some work to do, but I merged the three airports into a larger scenery.
lincolnshire.png
Lincolnshire, UK

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Re: Current Projects

Post by tigershark » Mon Jul 31, 2017 8:04 pm

i just practicing my aircraft skin on the x-49 gac. from acp3
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Re: Current Projects

Post by Swift » Wed Aug 02, 2017 1:34 am

I've made a very small step forwards on the overdue F-22 (uggghhh rhymes).

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Getting some work done on the cockpit with some help from CEP and google.

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APU anyone?

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Even took the time to make some new tires for this too!

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Little bit more detail to the bays, debating if I want to make some hydraulic pistons too.

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Re: Current Projects

Post by waspe414 » Wed Aug 02, 2017 1:56 am

Hornet wrote:
Tue Jul 25, 2017 9:32 am
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Cockpit light for pilots flying at night! Currently, it is being operated with formation lights using the I key. If you have any other ideas, please let me know. Page Up / Down is already in use for Wing Folding.
Hoooooly crap.

Bomb bay works well as a toggle animation. If you have a boolean tied to something that occurs only when the aircraft is stopped, like wing folding or canopy opening, you can set the VGW animation to it, and set the sweep speeds to -1 and 0 in the .dat. That way it will only trigger manually (though I think you have to hold it). I'm not sure what happens with 0 and 0. The reverse thrust CLA should also be free, but will only trigger when the button is held down (on aircraft without a thrust reverser in the .dat it doesn't mess with the throttle though).

If you free up the thrust vector animation, you could use its normal eight(?) steps (when using buttons) to display different data on the MFDs.
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Re: Current Projects

Post by decaff_42 » Wed Aug 02, 2017 3:16 am

waspe414 wrote:
Wed Aug 02, 2017 1:56 am
If you free up the thrust vector animation, you could use its normal eight(?) steps (when using buttons) to display different data on the MFDs.
I think this could totally be do-able. If you imagine a pretty fat cone, with the displays on the fat end, you could orient the code such that only one display was outside the instrument panel at once...It might not work with larger displays, but certainly with smaller features. No reason that multiple smaller cones could control a single display. :o
Anyway, the thrust vector animation would be applied to the cone and so when each position is stepped thru, the display would change. Since it happens quick in-game, you might be able to get away with more than otherwise.

I am really tempted to try something like this on a passenger aircraft, where you have more space behind the instrument panel and the fuselage skin. 8-)


Also,
waspe414 wrote:
Wed Aug 02, 2017 1:56 am
That way it will only trigger manually (though I think you have to hold it)
If you set up the button right, you can make it freeze in place. I use the period button for reverse thrust, but if I press period, hold shift and release the period button, the animation will stay open. When I toggle period again, it stops the animation. (I use this for bomb-bays on the F-35 because the animation is quick like the real bomb-bay actuation.
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Re: Current Projects

Post by Swift » Thu Aug 03, 2017 5:41 am

Made a crap ton of progress on the F-22. Almost finished the cockpit while also figuring out a creative way to get those external ordnance options in one model without taking up any animations.
Pylon OptionsShow
All Clean
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Inner Pylons
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Inner & Outer Pylons
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Inner & Outer Pylons with dual missile rails.
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This is all done using each VT thrust key, 10 for the inner, 12 for the outer, and 13 for the rails. This allows each setup to be reflected with the model. Sadly due to the nature of YS, the dat cannot be forced to limit hardpoints based off what the model is currently showing. At the same time the dat has to be set up with a special AIM-120 skin that would allow the same placement of the fuel tanks on the outer pylons but allowing it to force an AIM-120 in a different place should the pilot desire. The offset itself shouldn't be an issue, just hope ghost smoke isn't a bother. However there are other possibilities I have yet to test so this will be interesting. Let's just say I'm going beyond what any YS mod has seen as of late in this area.
CockpitShow
The new Radar is tied to the Left MFD, while this may not be true to life in some MFD states it allows for some off the shelf detection method for aircraft. We've seen that odd F-5 that had a working radar tracking system thanks to creative auto-gunner use, so seeing an F-22 using it in maybe two ways (on MFD and on HUD if possible.) should be quite a ride.

Sometimes the Radar will track two targets, sometimes it tracks one, it's not 100% since auto-gunner behavior is finicky when more planes are tracked by multiple turrets. Usually the gunners will concentrate one one target, as we can see below.
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The system works rather well, integrating it to an HMDS or just the standard HUD should prove interesting as alignment will be key.
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The Radar also happens to track things behind you
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Closeup of the cockpit without the Radar. This doesn't show the new panel that was installed, nor the new canopy mesh, but all in all this is a much better model than my original HD F-22 attempt. Rather than throwing random crap in an attempt to up the detail, taking the time to make things right is paying off, and it also affords me the chance to try out some things. The attitude indicator was homemade based off the real deal and the right MFD shows an aircraft situation display. Not sure if the real F-22 has this, or at least in this view, but it'll afford me some extra animation room in the cockpit for control surfaces and such.
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The more I work on this the more thankful I become for Zephyr's effort when he made the original F-22, almost no external work was needed. On that radar system, I'm not sure who made it so IDK who to credit there, but I wasn't the genius behind that :lol:
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Re: Current Projects

Post by decaff_42 » Thu Aug 03, 2017 11:14 am

Nice looking updates! :D

I fixed my ghosting issue with the F-35 and the different bomb diameters. I simply offset the bomb mesh lower or higher so that the same global position could be used while still having the same contact point with the pylon. I defaulted to the GBU-12 for spacing and offset everything relative to that.
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