Hey guys. All of these repaints are awesome, and I'm quite amazed by what you've all come up with. I feel very inadequate in my own painting skills now, hehe.
However I'm sorry to say that I need to be a party pooper here for a minute and talk about texture sizes and bit depths and some of the problems this can cause, because the L-39 does things quite differently than most addons.
The plane gets its performance largely by using texture space rather than polygons for detail and this means it uses a LOT of texture space compared to other aircraft, typically 10-17mb for the external and upwards of 30 mb for the cockpit, and this is with a combination of DXT1 base textures and DXT5 specular maps.
Making the L-39's textures 24 or 32 bit can cause problems 256 mb video cards and even some 512mb cards, depending on scenery complexity and other addons a user might have, and can also degrade the performance of the airplane noticeably, especially in multiplayer. A fully 32 bit L-39 will end up using almost half of a 256mb card's budget just for the plane, and if one of these things shows up in multiplayer it's going to be "game over" for scenery. Whenever an aircraft demands more texture space it gets priority over the scenery tiles, and the scenery is forced to drop at least 1 mip level to make room, resulting in a blurry mess. Also the L-39 caches almost all of the cockpit textures into the external model to prevent that long VC texture load time when you switch from an outside view back to the cockpit. This means that all of the plane's textures are loaded all the time, about 45-55mb worth of data, depending on the plane.
It also takes FSX a lot longer to load these textures, and sometimes trying to load that much texture at once can crash the sim to the desktop. On most addons which use less texture space you can easily get away with 32 bit everything, but unfortunately in my quest to make the L-39 as high performance as possible, without sacrificing detail, I pretty much made this option unavailable. Because the L-39 uses about 10 base textures, plus spec maps, and bumps, any jump in size per texture multiplies the vram demand significantly.
Anyway, if you're working on a repaint please try to be mindful of the texture bit depths and try to stick to the same method I used for the planes in the package whenever you can, at the very least for multiplayer concerns. Yes DXT1 isn't going to look quite as pretty as 32 bit, but until everyone has a 2 GB videocard FSX forces many trade-offs unfortunately.

If you feel you have to go full 32 bit to get the quality you desire, then maybe there's an option to save as 24 bit, and ditch the alpha channel. That should save some space with no loss in quality.
Also DXT5 and DXT1 use the same compression algorithm for textures, the only difference is that DXT5 contains a full alpha channel. Making anything DXT5, except the spec maps, will just consume more vram for no gain. In fact I usually find that DXT1 gives better quality image compression than DXT5.
Again thanks for all the wonderful repaints so far, and I'm sorry for bringing this up. I certainly don't want to hinder any repaint efforts or flat out demand that things be done a certain way, but I felt I had to mention these potential side effects.
Cheers guys,
-Mike