Decaff's Garage

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Re: Decaff's Garage

Post by decaff_42 » Tue Jul 29, 2014 12:56 am

Military 707 pack has been released! Get it here!

-- Mon Jul 28, 2014 8:56 pm --

Well things have been going slowly these past couple weeks. Recovering from a concussion ain't fun. But I've had some time to work on a couple projects.

Tu-16 Badger:
Image

Image

Image
Gonna have another turret on the back! :D

Velocity XL-RG:
Image
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Re: Decaff's Garage

Post by Gunny » Tue Jul 29, 2014 1:07 am

I be liken dat velosotity. ;)
Image[/align=centre]

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Re: Decaff's Garage

Post by decaff_42 » Tue Jul 29, 2014 2:24 am

It's one of skyline's meshes. the tu-16 is 100% scratch by me.
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Re: Decaff's Garage

Post by Gunny » Tue Jul 29, 2014 2:28 am

Both will be fully appreciated I am sure my friend :D
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Re: Decaff's Garage

Post by decaff_42 » Fri Aug 01, 2014 12:48 am

Image

Got the import/export to srf done and animation work has begun on the Tu-16. Still a few more features to add, but overall I think it's going well. There are 3 turrets on this bird, and like the tu-95, the tail gunner will be player controlled. the other two will be auto-turrets.

The main landing gear is very similar to the tu-95, and its fun to animate and see everything come together. overall very similar planes in many respects.
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Re: Decaff's Garage

Post by ysmajor » Sun Aug 03, 2014 4:30 am

There's a static Tu-16 here in Shanghai out in the Green Lotus park.
Beautiful plane really when you look at it from up close. Nice curves despite its impressive size. I like the way the wings slant downwards. Gonna be nice to see it fly in YS! Btw, the Chinese have a lot of them in active service. Thought of liveries yet?

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Re: Decaff's Garage

Post by decaff_42 » Mon Aug 04, 2014 12:13 am

The chinese H-6 is a modified version of the Tu-16. The nose is the most notable difference, along with extra pylons on the wings.

I am not really thinking about liveries yet, but I would like to make a small pack out of this aircraft, maybe 5? I dunno yet. The tu-95 was my first attempt at scratch modeling a way long time ago, and I just wanted to re-start it with all the knowledge I have gained since then. (Just over a year, Yikes!)

The tu-16 was more of a "Hey that plane looks nice, I think I can make that...yeah let's do it." kind of process.
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Re: Decaff's Garage

Post by Scarecrow » Mon Aug 04, 2014 12:31 am

That Velocity! Saw a ton of those at Oshkosh this past week. Wow!

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Re: Decaff's Garage

Post by Skyline » Mon Aug 04, 2014 4:44 pm

I forgot about that. We gotta get together on the paintscheme I have in mind. Hopefully it'll not be too complex. My bud and I are planning ours out now, but that's just to take a break on sourcing a Subaru EJ25 engine, lol.
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Re: Decaff's Garage

Post by decaff_42 » Sat Sep 13, 2014 11:06 pm

@ Skyline: Yes we will have to talk paintjobs for that.

Image

Took the Badger for her maiden flight today. Had some fun cruising around and the dat performance from YS Major's Tu-16 seems to be doing well. I tweaked a few of the parameters to make it more realistic, but I've got to get the turrets working. (Pain in the neck!)

The Cockpit is going to be a lot of work, but I think it will be fun to make it. I'm planning on borrowing a few things from the Tu-95 (control Yoke, seats, etc.) to speed that along.

Image

-- Mon Aug 11, 2014 8:46 pm --

Got the tail and belly turret operational. The belly turret is really, really, fun. Flew by the enemy camp on AOMORI and it was spraying and killing ground targets like you wouldn't believe. :D

Image

-- Thu Aug 14, 2014 10:47 am --

Well, I've been having some animation trouble with the turrets that I believe is DAT file related, but I cannot confirm this.

All three of the turrets on the Tu-16 are made of two parts, the guns and the base of the turret that rotates. In the dat file, this has to be broken into 6 separate turrets. The base only rotates about the vertical axis, while the guns rotate about the vertical and local horizontal axes. This makes the illusion that they are one animation, while in reality they are simply overlapping and moving together.

Now, the tail turret, and belly turrets are set to be controlled by the Pilot and auto-gunner respectively. The issue I have is with the third turret on the top of the aircraft.

When I have it controlled by the gunner, then ONLY the guns move. The turret base stays stationary.
When I have it controlled by the PILOT, then EVERYTHING moves.

I'd like to have the auto-gunner be in-charge of the top and bottom turrets leaving the tail for the pilot to mess around with.

Here's the Turret section of the DAT File. I have double checked the file names, so that is not the issue. The last two turrets are the top turret animation as specified in the REM line preceding them.
SpoilerShow

Code: Select all

NMTURRET 6

REM Base of Tail Turret
TURRETPO 0 0m -0.354m -21.025m 180deg 0deg 0deg
TURRETPT 0 0deg 0deg 0deg
TURRETHD 0 -45deg 45deg 0deg
TURRETAM 0 0
TURRETIV 0 0.018sec
TURRETNM 0 tail_Turret
TURRETAR 0 
TURRETCT 0 PILOT
TURRETRG 0 3000m

REM Guns of Tail Turret
TURRETPO 1 0m 0.138m -21.025m 180deg 0deg 0deg
TURRETPT 1 -20deg 50deg 0deg
TURRETHD 1 -45deg 45deg 0deg
TURRETAM 1 5000
TURRETIV 1 0.018sec
TURRETNM 1 tail_guns
TURRETAR 1 
TURRETCT 1 PILOT
TURRETRG 1 3000m

REM Base of belly Turret
TURRETPO 2 0m -1.03m -9.862m 180deg 0deg 0deg
TURRETPT 2 0deg 0deg 0deg
TURRETHD 2 -120deg 120deg 0deg
TURRETAM 2 0
TURRETIV 2 0.018sec
TURRETNM 2 belly_turret_round
TURRETAR 2 
TURRETGD 2
TURRETCT 2 GUNNER
TURRETRG 2 3000m

REM Guns of belly Turret
TURRETPO 3 0m -1.391m -9.862m 180deg 0deg 0deg
TURRETPT 3 -35deg 0deg -5deg
TURRETHD 3 -120deg 120deg 0deg
TURRETAM 3 5000
TURRETIV 3 0.018sec
TURRETNM 3 belly_turret_guns
TURRETAR 3
TURRETGD 3 
TURRETCT 3 GUNNER
TURRETRG 3 3000m

REM Base of Top Turret
TURRETPO 4 0m 1.260m 12.173m 180deg 0deg 0deg
TURRETPT 4 0deg 0deg 0deg
TURRETHD 4 -110deg 110deg 0deg
TURRETAM 4 0
TURRETIV 4 0.018sec
TURRETNM 4 top_turret_round
TURRETAR 4 
TURRETGD 4
TURRETCT 4 GUNNER
TURRETRG 4 3000m

REM Guns of Top Turret
TURRETPO 5 0m 1.150m 12.173m 180deg 0deg 0deg
TURRETPT 5 3deg 40deg 3deg
TURRETHD 5 -110deg 110deg 0deg
TURRETAM 5 5000
TURRETIV 5 0.018sec
TURRETNM 5 top_turret_guns
TURRETAR 5
TURRETGD 5 
TURRETCT 5 GUNNER
TURRETRG 5 3000m
-- Tue Aug 26, 2014 7:11 pm --

It's been a busy couple weeks!

Moving into new apartment, Interviewing, starting school, Family Birthdays and Reunions... the list seems endless. But I am happy to report I've been working on a blender animation guide. This document is meant for the average user of blender to begin to animate with ease.

Right now I have 45 pages of instruction and tables and figures, but I'd like to open the floor to requests for topics to cover. I am interested in seeing what people could use some help with.
Here's what I have, or will be working on soon.
SpoilerShow
Notation Definitions
Animating a simple cabin door - (example of simple rotational animations)
Setting up Blender Interface for animation and rigging work
Undoing/Removing an Animation
Animating Cockpit Foot Pedals - (example of simple translational animations)
Animating a slanted Rudder - (example of 1-axis prep rigging rotational animation)
Animating Ailerons - (example of 2-axis prep rigging rotational animation)

Animating Flaps - (example of Combined Rotational and translational animation)
Animating Slotted Flaps - (Example of Complex Parent-Child Relationships)
Animating Propellers - (example of single STA rotational animations)
Extracting Animations from existing models - (example of afterburner re-use)

Appendix: Animation CLA & STA reference guide

Bolded indicates sections already completed.
-- Mon Sep 01, 2014 12:04 pm --

Well, I have a couple versions of the Tu-16 under construction, and I'm just about ready to make the H-6 conversion.

Here's a couple updates:
Image
- New Nose
- New tail bulb
- Missile Pylons

Image
- High-Thrust glow for the engines

-- Tue Sep 02, 2014 7:10 pm --

Added some panel lines for the outline of moving parts only.

Image

-- Sat Sep 13, 2014 7:06 pm --

With the Tu-16, and H-6 packs released, I went back and have been working on the kc-135s.

I have the CFM65 engine installed in two KC-135R's and an RC-135.

Image
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Re: Decaff's Garage

Post by Kilo 11 » Tue Sep 16, 2014 4:05 am

Oh yeah, the tanker I've been waiting for :) awesome work Decaff
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Re: Decaff's Garage

Post by iqmal_97 » Tue Sep 16, 2014 8:26 am

And here I am...cheering you on...

Improved powerplants FTW!
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Re: Decaff's Garage

Post by decaff_42 » Thu Oct 02, 2014 12:21 am

KC-135R pack & an updated Tu-22M3 released!

KC-135R


Image
Tu-22M3

-- Thu Sep 25, 2014 10:52 pm --

Image

Starting work on a 707-320 passenger and freighter variant. I don't want to go overboard, but I figure a freighter and a passenger liner would be a good sampling for YSFlight. I may also make the airforce 1 livery for this bird. ;)

-- Wed Oct 01, 2014 8:20 pm --

Well, I've been busy with classes, exams, classes, two exams on 1 day... more homework...the list goes on...

But, When I need a break, I've been doing a little painting! As I mentioned I'm doing 707-320 paint schemes, so if you know of any really cool ones, send them my way! I've got PanAm, Varig done with Qantas next in line.

Image
Varig 707-320 taking off from Heathrow

-- Wed Oct 01, 2014 8:21 pm --

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Re: Decaff's Garage

Post by VNAF ONE » Thu Oct 02, 2014 12:47 am

I hope you're doing John Travolta's Qantas?

I've got some potential ideas to choose from:
-The original Boeing 707 with the orange/yellow and red paint job (y'know, the one that barrel rolled :P )
-Lufthansa
-American Airlines (like the cool retro one with red)
-Condor
-There's a modern Boeing house painted one with a "707" on the tail
-Retro Air France
-BOAC
-Singapore Airlines Cargo

I think I just scratched the surface but I hope you get some ideas out of that. Great work so far though, I can't wait to get my hands on these babies!
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Re: Decaff's Garage

Post by Turbofan » Thu Oct 02, 2014 1:08 am

Can't forget TWA, with the black paint on the nose just below the cockpit windows.
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Re: Decaff's Garage

Post by Gunny » Thu Oct 02, 2014 1:16 am

I second VNAF for the BOAC and American airlines traditional and the new livery's ;)
EDIT: BTW what ever happened to Boston?
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Re: Decaff's Garage

Post by flyingfox » Mon Oct 06, 2014 6:51 pm

Elevation Grid Excel Tool error is ' in Deccaf's word. It's server side error.

-- Mon Oct 06, 2014 9:51 pm --

Elevation Grid Excel Tool error is ' in Deccaf's word. It's server side error.

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Re: Decaff's Garage

Post by decaff_42 » Tue Oct 07, 2014 12:13 am

@ flyingfox
I am unsure what you are talking about.

@ Gunny
Not really sure. Its sorta on the side and in the back of my mind. Every once in a while I open it up and work on it a bit.

@ VNAF, Turbofan
Thanks for the ideas guys!

-- Mon Oct 06, 2014 8:13 pm --

Yeah so I got a little bored working on paints and I decided to let my mind wander to next gen aircraft when this popped into my head! A Variable Geometry, Twin Engine SST.

Image

I was mainly influenced by the Concorde, B-1, and Tu-22M

Image

Both the rudder and horizontal stabilizers will rotate as slabs, with the H_tail rotating with the rudder
The wing will have flaps for low speed landing and takeoffs.

With the abundance of camera technology for cars, I thought that perhaps we could get away with cameras in the nose instead of a moving nose cone. This would allow the weight savings to go into the sweep mechanism for the wings.
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Re: Decaff's Garage

Post by Turbofan » Tue Oct 07, 2014 1:20 am

^The wing/wingbox remind me of the early-design Boeing 2707. Very nice concept you have though.
Check out my YSFS videos on my Youtube channel!
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Re: Decaff's Garage

Post by decaff_42 » Wed Oct 08, 2014 2:48 am

Got this into the air today after a few hours of work. Unfortunately...It's dragging its feet a little on takeoff and landing.
Image

But once it limps into the air, it looks nice!
Image
Image


Here's what my dat file looks like, if you guys can help me figure out what is wrong. This is the same format as the concorde dat file I used as a base.

Code: Select all

LEFTGEAR  -3.44m -2.299m 0.860m  #LEFT LANDING GEAR POSITION
RIGHGEAR  3.44m -2.299m 0.860m  #RIGHT LANDING GEAR POSITION
WHELGEAR  0.0m -4.620m 23.718m  #WHEEL POSITION
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