YSFHQ official modding competition (September)

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Shutter

YSFHQ official modding competition (September)

Post by Shutter » Mon Sep 05, 2011 2:01 am

Introduction
This is the official YSFHQ modding competition for September. The competition will take the form of a design and building competition, we will give you a design brief and you will work to that brief to come up with the winning product that best meets the brief. You don't have to be super good at modding to do this, there are three ways to making a mod for the competition. You can either take an existing plane and edit it to fit the brief, take an existing model and mod it beyond recognition or you can scratch build. The best looking mod that meets the design brief will be the winner.

The rules
  • All models should fit the birdfarm standard, found here
  • Only one model per user.
  • you should submit two versions of your model, one blank and one painted.
  • This is not a repaint contest so if you are using an existing GAC or BirdFarm model it must be modified.
  • No model outside the GAC or BirdFarm collection should be used as a base.
  • Dats should be as realistic as possible. They may be fictional planes but we are still making them in real world physics.
The Brief
European users of the Tornado require a replacement aircraft to fill it's roll and a possible replacement for the Mitsubishi F-2 and F-15E Strike Eagle.
It needs to be capable of a number of strike and attack missions.
It needs to be a semi-stealth design no more than 25 metres in length, with a maximum speed of mach 2.5.
It needs to be able to carry primarily air-to-ground weapons but some self defence weapons will be required.
It can be either manned or unmanned.

Submitting your design
When submitting your design you need to describe your design. What engines did you use and why? How many weapons can it carry and why? What weapons can it carry and why? Basically as much as you can describe your design and justify why and how you can up with your design.

Deadline
All models need to be sent to vandal by the 30th September and the pack released soon after.

Final note:
Vandal is in charge of this competition, so respect anything he says on the subject. Be sure to post screenshots of you're progress in this topic as well any questions you may have.

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Re: YSFHQ official modding competition

Post by Dragon029 » Mon Sep 05, 2011 5:49 am

Oh man I have just the perfect concept to base this off - I might have the time required as well. Better get started I guess, before I'm weighed down any further.
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Re: YSFHQ official modding competition

Post by vandal » Mon Sep 05, 2011 10:03 am

Just an update guys, all models gotta be in by the 30th.
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Re: YSFHQ official modding competition

Post by Dragon029 » Mon Sep 05, 2011 11:41 am

Image

Mesh is now 80% complete. Going to continue it tomorrow.
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Re: YSFHQ official modding competition

Post by Phoenix » Mon Sep 05, 2011 12:23 pm

Nice, I think that this would be good in real life!

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Re: YSFHQ official modding competition

Post by vandal » Mon Sep 05, 2011 2:02 pm

Holy crap dude. Whats the dimensions of that bad boy? 2 crew, sat side by side Russian style?
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Re: YSFHQ official modding competition

Post by Shiny Rice » Mon Sep 05, 2011 2:26 pm

Everyone likes Russia. :D
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Re: YSFHQ official modding competition

Post by halberdier25 » Mon Sep 05, 2011 7:14 pm

The canards look like an afterthought.

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Re: YSFHQ official modding competition

Post by vandal » Tue Sep 06, 2011 1:11 am

VND Systems would like to introduce you to the Raven. The Raven is VND's submission to the design brief.
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Re: YSFHQ official modding competition

Post by tigershark » Tue Sep 06, 2011 2:22 am

can i put my f-16xx or my tt-28 model witch one do i put in

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Re: YSFHQ official modding competition

Post by Shutter » Tue Sep 06, 2011 4:16 am

Anything that fills the brief well is good. Other than that, up to you.

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Re: YSFHQ official modding competition

Post by Dragon029 » Tue Sep 06, 2011 4:55 am

halberdier25 wrote:The canards look like an afterthought.
On the concept image, they sort of are - note that the top version doesn't include them, what's the public consensus here about them? Keep 'em or lose 'em?

Also, I don't think I can match the awesomeness of that image, so I'm only going to be basing it like 80% off that, for simplicity and quality control.

Additionally, I might have to make the pilots slightly scaled down, as the canopy is 1.5m wide (when the jet is scaled to just >25m long).
I measured some distances out in real life and that's not that thin, but it's definitely going to be somewhat tight - no getting up to go to the toilet like in the Su-34.

Overall though, I want this jet to sort of be like a 5th gen spiritual successor to the F-111 (long, sleek, but also rugged and in your face), although I won't be able to keep the dump & burn :(
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Re: YSFHQ official modding competition

Post by halberdier25 » Tue Sep 06, 2011 5:11 am

Don't get me wrong: looks awesome.

But I don't think the canards will mean much either aesthetically or aerodynamically.

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Re: YSFHQ official modding competition

Post by Phoenix » Tue Sep 06, 2011 10:32 am

Could always help in post stall, and if this is a medium sized aircraft (2 seat side by side) could help counter some of the weight.

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Re: YSFHQ official modding competition

Post by Dragon029 » Tue Sep 06, 2011 11:59 am

Not usually - typically you only put canards on only for specific capabilities like STOL or high AoA. Weight issues are better countered through aerodynamic shaping (in the case of tail-heaviness at least) and the distribution of various systems for shifting the CoG.

Post stall canards are practically useless unless they're used to redirect airflow, like the PAK FA's LERX. In the case of this jet, they're nowhere near.

I think I will get rid of the canards, for shaping complexity (I may make it full-quality afterwards) and also to keep more of the F-111 identity in there.
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Re: YSFHQ official modding competition

Post by Shutter » Tue Sep 06, 2011 3:05 pm

Dragon029 wrote:Not usually - typically you only put canards on only for specific capabilities like STOL or high AoA. Weight issues are better countered through aerodynamic shaping (in the case of tail-heaviness at least) and the distribution of various systems for shifting the CoG.

Post stall canards are practically useless unless they're used to redirect airflow, like the PAK FA's LERX. In the case of this jet, they're nowhere near.

I think I will get rid of the canards, for shaping complexity (I may make it full-quality afterwards) and also to keep more of the F-111 identity in there.
It looks better without em anyways. Clean is good.

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Re: YSFHQ official modding competition

Post by Bombcat » Wed Sep 07, 2011 1:21 am

There is one argument for keeping the canards. I understand that the small canards on the B-1B are designed to reduce buffeting at low altitude. If your jet is intended to replicate some of the Tornado's low level capabilities, a similar set of canards may be useful to improve the ride. I"m no expert, of course, and it should be fine either way.
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Re: YSFHQ official modding competition

Post by Phoenix » Wed Sep 07, 2011 10:17 am

When you are that low, anything that helps smoothen the ride would be welcome I think.

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Re: YSFHQ official modding competition

Post by Dragon029 » Sat Sep 10, 2011 1:07 pm

So, I'm now not sure what to do exactly - should I add colour and/or camo or just go with a low observable grey with white trim, etc? I need opinions.
Perhaps a dark & low saturation green for the base colour, then some kind of different grey for the fuselage leading edge trim...

EDIT: Without gears or the black cockpit insides, it's 106kb. I still need to fix up the nozzle colourations and do the cockpit - the gears will be borrowed from a birdfarm plane (I'll be sure to note that on release).

I painted the fuselage - what do you guys think of that green colour, or should I try and do camo as well?

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Re: YSFHQ official modding competition

Post by Welshy » Sat Sep 10, 2011 2:06 pm

as I Tornado replacement I think that is a good could but would make it abit more grey :)
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