AT Simulations AN-2

The Coastal Ellis folks could not resist the old Soviet AN2 float that came up for auction. They have not finished painting the floats yet, but they are now in service. :biggrin-new: BTW, this is not my paint. Just a port into the float model.

TRHvwKa.jpg
 
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Silver floats

By the way, I found partially done silver floats in texture.RA-01146 in the ski folder, An2_texture10_t.dds. Not sure why they are there instead of in the float folder.
 
How does one go about moving/copying the old textures to one of the four new variants?

You need to adjust the entry of the aircraft.cfg and the texture.cfg inside the texture-folder which you add to the new variant.

As a sample - if you add one of YoYo's great repaints - SP-AOO to the 12seat-variant you need to change the parameters below

[fltsim.XX]
title=Antonov AN2 SP-AOO
sim=Antonov_AN2_AMM <----- the new .air
model=12seats <----- the new model

than go to the SP-ASR-texture and copy the texture.cfg to the SP-AOO-texure, overwrite the old one or delete it before.

that's all

All the Best

Dirk
 
Turns out the intercom needs to be turned off for the ident to work.

Dave

Dave,
Yes, it does work for me. I wonder if perhaps the 'inop' listing in the manual is an accidental holdover notation from the older Sibwings model?

I tried several NDBs to be certain. ADF circuit breaker ON, ADF tuned to a valid nearby NDB, ADF mode knob turned ON (to either 'Compass', 'Antenna', or 'Frame'), and the 'Telefone/Telegraf switch' flipped up for ON. In each case, I'd get the appropriate NDB morse ident sound for the tuned beacon. Flip the 'Telefone/Telegraf switch' OFF and the morse ident sound stops permanently until switched on again. Hope this helps.
 
[You need to adjust the entry of the aircraft.cfg and the texture.cfg inside the texture-folder which you add to the new variant.]

Gave what you recommended a try and it worked perfectly.

We'll be moving some textures from the Sib-Wings An-2 folder to the 12-passenger folder shortly.

Does this work for the more specialized textures, such as those with floats or skis - or do we have to copy them from one of the originals in the "floats" or "skis" folders, place it into the new texture - then change the .cfg as you showed me before?
 
[You need to adjust the entry of the aircraft.cfg and the texture.cfg inside the texture-folder which you add to the new variant.]

Gave what you recommended a try and it worked perfectly.

We'll be moving some textures from the Sib-Wings An-2 folder to the 12-passenger folder shortly.

Does this work for the more specialized textures, such as those with floats or skis - or do we have to copy them from one of the originals in the "floats" or "skis" folders, place it into the new texture - then change the .cfg as you showed me before?


Unfortunately it isn't so easy as the transfer to the wheeled models because the swimmer-textures are splitted to at least 3 different texture-files, as far as i notice. Did not try the ski-model until now, so i could not say something about it.

All the Best

Dirk
 
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"C-GOAN" Artist Created by Ce Zeta :applause::applause::applause:

agian with a nose cone touch to work with Floats

I like the improved Antonov 2
 

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Airtist Created by Matt Levi

Can't figure out the rudders on floats yet

Thank Matt for this Fine Paint :wavey:
 

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Just received an email from Andrey that he had reupload the paintkit today - now with textures for float and skis :jump:

Great service from Andrey/ATSimulations

All the Best

Dirk
 
Fireball6 - I just saw that paint kit come out w/the skis and the floats in it.

There are a lot of parts distributed through the three new texture files. If you want to equip one of these aircraft with, for example, floats, is it necessary to first load all three textures files into the chosen aircraft texture file, then change the paint kit textures to the right format using an appropriate tool? That is, do all three reworked texture files need to be in each conversion I do? The appropriate model file in the pertinent aircraft should be able to sort things out from those three files, is that correct?

I have a question re: changing the color of the floats or skis to match the aircraft that can be dealt with later.
 
Fireball6 - I just saw that paint kit come out w/the skis and the floats in it.

There are a lot of parts distributed through the three new texture files. If you want to equip one of these aircraft with, for example, floats, is it necessary to first load all three textures files into the chosen aircraft texture file, then change the paint kit textures to the right format using an appropriate tool? That is, do all three reworked texture files need to be in each conversion I do? The appropriate model file in the pertinent aircraft should be able to sort things out from those three files, is that correct?

I have a question re: changing the color of the floats or skis to match the aircraft that can be dealt with later.

It is a bit tricky to do that this way - there are some differences in the textures - as a sample, the belly-shadows from the float model are not the same as the one from the wheeled models. That means, you need to adjust them manually unless Andrey will update the paintkit again with a new .psd-file for texture 3. The Floats are simple - as there is a .psd-file for it, so it is easy to create a color of your choice for them. The same happens to texture 5, if you want to use an existing paint, you have to create a new texture 5 which matches the colors of the existing paint and then you can copy and paste the parts that are different.

I try it yesterday and find it very time-consuming - especialy the adjustment of the belly in texture 3 is "special" for an exsisting paint.

Today i start my own complete new texture-set for the float model - much easier to do ....

All the Best

Dirk
 

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