Cockpit windows for Pilot and CoPilot are now functional :
- unlatch the red lever
- drag right/left the button on the window frame to open/close it.
PS: Currently, we can take off with the windows open but if they are, we can no longer close them,
so the XML code will need to be slightly revised.
The extra polygons around the cockpit windows (fuselage exterior) have been cleaned, a bit too much because I have some holes that are visible.
It will simply be necessary to make a copy of the interior cockpit in the exterior model and redo these joints in order to fill the holes (
this interior cockpit would be removed at the end of this filling step).
A black rubber seal added around the windows on the exterior model could also do the job and perhaps more simply in order to hide these few handling errors.
Smoothing on the windows frames are not perfect and will be to redo
As we could see on the PBY,
the rendering engines of MSFS have evolved: the inner and outer windshields must be inserted respectively in the inner and outer model
under penalty of having unpleasant unwanted reflections under MSFS 2024. Currently, the aircraft can be used under the two simulators.
As I have just finished theses cockpit windows for the interior model, in order for the exterior glass and their details to be well rendered:
- I will need to duplicate the animated structure of the windows,
- that I add the exterior glaces with the appropriate materials and
- move them from the inner model to the outer model without losing any animations or details ....
The biggest problem is that both parts (interior and exterior) can move relative to the fuselage at the same time (
there is always a slight time difference between the animations of the two 3D models when the internal animation occurs and we switch to an external view ), so it is also necessary that the variables used for these animations are available in both models ....
Engines vibrations on the exterior model 3D:
By visually studying the DC-6 from PMDG, I noticed that the engine covers as well as the flaps were animated by vibrations.
As the engines are installed on structures via silents-blocks, it should rather be the engines themselves that should vibrate; the engine covers being fixed to the structures they should be less subject to these vibrations.
Therefore, I created a empty for each engine block that I animated with vibrations and I related each engine block to each empty.
If you think that the engine covers should also vibrate, I can still associate each engine cover with the respective empty ... What do you think ?