Ito's BV 138

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Gaucho, why don't you just go ahead and do the VC as well. That way everything else matches. I won't get mine done for a while and I have other things I'm working on besides this.

I am not really familiar with the "know how" of VC construction... but willing to learn...
I can do textures for sure... if you send me the textures I can work on that....
right now, I am further refining what I did on a more realistic view (using the original manual's picture of the "office"...
I would really like to learn how to do VCs... especially now that luxury of detail is not "frame rate" problem with the newer more powerful computers...
So, if you get me the basic layout of the textures for the VC, I'd be more than glad to do it..
As you know, I am retired military and got plenty of free time...
 
gaucho

Head down to the Skinning forum here on SOH. There is a nice beginners tutorial on working with texture files....the VC bmp is a texture file and is formatted differently than the 2D panel background...which is just a normal bmp file. Once you have read/studied the skinning tutorial and downloaded DXTbmp and its required dll files (both by Martin Wright and needed to work with texture files), you will find that painting vc panels is almost as easy as painting 2D panels.

The new 2D panel you did looks great! Except for the painted on bezels and holes. There are a couple sets of nice German gauges available to use....and they both have the bezels as part of the gauges. Using a copy of the 2D and VC panels with the bezels helps to get the gauges in the proper factory location, but if the gauge is not exactly lined up and sized to the painted on bezel, then the overall look of the panels is deminished. Painted on bezels are superb for those times when you are using gauges that do not have the bezels as part of the gauges.

OBIO
 
I am not really familiar with the "know how" of VC construction... but willing to learn...
There is so VC Construction involved, the VC panel is in the texture folder, labeled "cockpit.bmp" I think. Just use the art you have already done and replace the VC textures. Pretty simple.:salute:
 
cockpit BV 138

There is so VC Construction involved, the VC panel is in the texture folder, labeled "cockpit.bmp" I think. Just use the art you have already done and replace the VC textures. Pretty simple.:salute:

Oh, OK... will do...
Here is the other version (from the aircraft manual sketch) I am working on... let me know which one suits the purpose better... This one is not finished yet... needs more switches, etc.

View attachment 42607
 
THIS looks great gaucho !!! :applause: huuuuuuh !!! OMG cant await to see the final result of the B&V

Here is a little more stuff for repainters ;-) Unfortunatly I have no time to make repaints.... And a lot of guys are much better as me to do this job ;-) ... still have to do some work at C-160 "Transall"

View attachment 42627
 
gaucho

The revised panel looks amazing! There is one problem with it: Too many places for gauges. Unless we were to know exactly what all those gauges were, and could either find working sim versions of them or program working sim versions of them...it can be hard filling all those gauge holes. Sometimes it is necessary to reduce the number of gauges in order to end up with a panel that is too cluttered with gauges or left with unfilled gauge holes.

OBIO
 
Hi,

could you give me a download link, please?

An interesting point of the BV-138 were the Diesel engines which gave it a long endurance. This could be even improved by refuelling from U-boats at sea. It would require very calm sea conditions and take-off weight would be lower than for a catapult take-off, and probably was not performed very often, but at least some were fitted with a device to strain water from the diesel fuel when refuelling from ships.

Best regards,
Volker

Moin Volker,

Die B&V 138 findest Du auf den gängigen Seiten, Hier wird grade upgegradet und verbessert auf "Teufel komm raus" ;-) Na warten wir das "Endergebniss" ab... Wird ein Superding , wenns fertig ist ;-)

LG
Andi
 
OBIO, I found a "Fix" by Ricardo Jones for Ito's Sturmovik:

sturmovik_fix.zip 329KB at Flightsim

"I've made extensive modifications to the Aircraft and Air files, specially to the engine configuration, and I include .gau and a .bmp files to be inserted in the plane's Panel folder. I've also modified somewhat the plane's flying characteristics as well as the Panel.cfg file by adding and changing some gauges there.
As for sound, I've aliased it to an Supermarine Spitfire but you can change it to any other similar engine sound you may have in your fs9 game or in the last resort, to the dehavilland_comet.
The plane is a bit heavy, specially on the ground and lots of power should be applied first on take off, gradually reducing power once it lifts off. It should be airborne at around 85 kts.
Good flying!"

Ricardo Jones,
BA, Argentina.
Feb. 12, 2011.


- H52

Whoopsadaisy! Wrong thread.
Will an administrator kindly move this post to:
"Has anyone does tweaks for the following Ito aircraft?"
 
No harm, no foul. It's fine Hawkeye. I don't know how to move your individual post...so I'll just leave it here.....the fix package you mentioned was already mentioned in the other thread...but that's okay too....can never have too many instances of shared knowledge. Do greatly appreciate your involvement in bringing Ito's wonderful planes into a more polished state so that they can be enjoyed for many years to come.

OBIO
 
Too many gauges...

gaucho

The revised panel looks amazing! There is one problem with it: Too many places for gauges. Unless we were to know exactly what all those gauges were, and could either find working sim versions of them or program working sim versions of them...it can be hard filling all those gauge holes. Sometimes it is necessary to reduce the number of gauges in order to end up with a panel that is too cluttered with gauges or left with unfilled gauge holes.

OBIO

Thank you for your comment... when I'm through... I am going to paint in some dummy gauges and leave the holes for the few important working gauges... like aircraft attitude, IAS, etc.
Should get a semi-finished product for the 2d panel... with appropriate panel.config file... I am working on the VC textures right now... matching ITO's vc to the colors and set up of the 2D panel...should get them done fairly quicky and test them...
Next I am going to work on the skinning...
I did some skinning textures some time ago for this bird... have to look it up in my very large reservoir of unfinished projects... might revise them or used them as is (they were very good in my estimation...mmm) we shall see...
Question... how large a bmp does this model accept? would like to improve on the details as well as the livery... Let me know if you have an answer...
 
gaucho

Ito's BV138 is mapped to the largest size possible in FS9, which is 1024 by 1024. You can enlarge the texture sheets to 2048 by 2048 to add in more detail, but you have to reduce it back to 1024 by 1024 before using it in the sim....and there goes all the nice clear detailing you added. Poof! So, it is best just to work in 1024 by 1024 and add those details that will remain clear and sharp in that size.

OBIO
 
Thanks again!

gaucho

Ito's BV138 is mapped to the largest size possible in FS9, which is 1024 by 1024. You can enlarge the texture sheets to 2048 by 2048 to add in more detail, but you have to reduce it back to 1024 by 1024 before using it in the sim....and there goes all the nice clear detailing you added. Poof! So, it is best just to work in 1024 by 1024 and add those details that will remain clear and sharp in that size.

OBIO

I don't know what program you use for your graphics... I use PSP X3 and the latest Photoshop... though I prefer PSP... I have found that none of the detail is lost... check some of my postings... if you work on 8 bit ... open the texture you have on the model (usually Ito is on 256 colors... and with a poor paint program to boot... that is why I usually remake all his textures for my use).... convert it to 8 bit, replace with one's detailed new texture, save... reopen and change to 256 again... works fine... Here is some preliminary work I am doing on the Bv 138... as an example of how it works out...
View attachment 42760View attachment 42761
 
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