Ito's BV 138

Donation drives

SOH Bandwidth Drive 2025

Goal
$3,500.00
Earned
$1,890.00
This donation drive ends in
maybe.. I was just searching. All the instruments you can see without registering. But yep, one needs registering for further details ... any probs with that ? Lemme know pls.
 
gaucho

That looks great. I work with Photoshop 7.0. I have enlarged textures to 2048 by 2048 to add in more details (such as labels, warning text...that sort of stuff) and it just turns to an unrecognizable blurr when resized to 1024/1024. Lines, rivets and such are pretty safe.

I work in 32-bit 888-8 format only when saving through DXTbmp. This format has the least compression and color/clarity loss.

OBIO
 
I didn't see any instruments... how did get to them?

Its a little bit difficult, indeed. First switch to english language. Than search at the left site for an entry "misc Equipement" / "instruments" thats for the second. also the first site should work like this. After you have found instruments klick on them ... Not easy to explain for me sry. But I hope it was helpfull ??? At the first site search for equipement catalogue, klick on it and onesmore at the next appearing site. At the left, klick what you are searching for. sry for my bad english !

A.
 
Its a little bit difficult, indeed. First switch to english language. Than search at the left site for an entry "misc Equipement" / "instruments" thats for the second. also the first site should work like this. After you have found instruments klick on them ... Not easy to explain for me sry. But I hope it was helpfull ??? At the first site search for equipement catalogue, klick on it and onesmore at the next appearing site. At the left, klick what you are searching for. sry for my bad english !

A.

ahh, yes indeed... I got some nice german instrument dials at this site.... you were right.. a very good find... I put them all in the same scale and can surely use them...
View attachment 42906
 
Hey looks good ! On one of both sites you can also enlarge the instruments by klicking.. cant remeber wich of both :kilroy:

Can't await the final result ! :applause:

Greets
Andi
 
Whenever I find graphics are blurry, I load them into DXTBmp, and re-save them without MipMaps. That usually solves the blurries.
 
I e-mailed the replacement FDE set, revised panel and prop blurs to Quax for testing. I have to contact the orginal maker (Payakan) of the original FDE files I used to get his permission to upload them in modified form. Hopefully by week's end, the 138 will be a much more usable plane for all.

OBIO
 
how's that?

Whenever I find graphics are blurry, I load them into DXTBmp, and re-save them without MipMaps. That usually solves the blurries.

I am not familiar with the term MipMaps... can you enlighten me...
I usually open the file with DXTBmp, send it to PSPX3 , work on it and save it ... then PSP closes and I am in DXTBMP... ask for an after edit opening, and save as the original extended bmp...
How do I save WITHOUT these blessed MIPMaps...
Also, I keep seeing mentions to FDE files... (I am lousy with acronyms)... what are they? I am an experienced graphics artist.. but relatively new to the sim world...
Visit my site: http://westwood.fortunecity.com/chanel/132/index.html
and see some of my work...
Thank in advance
 
gaucho

On the right side of the DXTbmp window, there is a box for Alpha Channel, and below that there is a box for MipMaps. Make sure that those two boxes are NOT checked. MipMaps are lower res versions of the main texture file that are generated and encoded into the saved file and displayed by the sim at various distances and angles. Back in the day when systems were not so powerful, mipmaps helped preserved frame rates...but are not needed but on the oldest and slowest systems today.

FDE means Flight Dynamics Elephant (not sure what the E stands for and elephant is what my alphabet book showed for the letter E). Basically, it's the aircraft.cfg and air file for a plane. Those two files dictate the way the plane flies and behaves in the sim. FDE work is a mix of science and Voodoo, or at least from my way of thinking it is.....I can only produce a decent FDE set when I sacrifice a bucket of chicken wings, a 6-pack of ice cold lager and at least a pack of full flavor cigarettes.

OBIO
 
@ OBIO, testet a few hours ago and sended my feedback by email. All I can say is, much better as the "original" :applause:. Sorry Ito! Only one or two little tweaks needed for my opinion.

Greets Andi :salute:
 
Oh, painting with "DXT bmp". ... a little "experience report" by myself .... Never save the "Texture file" in DXT3 as long as you work on it. It'll bring blurrys by every changing and saving (Was a hard way to finish my Turkish Stars Transall) better save as 32 bit until you have YOUR final result. This one save as DXT3. ... May this will be helpfull ???

Greets Andi
 
Thanks again

gaucho

On the right side of the DXTbmp window, there is a box for Alpha Channel, and below that there is a box for MipMaps. Make sure that those two boxes are NOT checked. MipMaps are lower res versions of the main texture file that are generated and encoded into the saved file and displayed by the sim at various distances and angles. Back in the day when systems were not so powerful, mipmaps helped preserved frame rates...but are not needed but on the oldest and slowest systems today.

FDE means Flight Dynamics Elephant (not sure what the E stands for and elephant is what my alphabet book showed for the letter E). Basically, it's the aircraft.cfg and air file for a plane. Those two files dictate the way the plane flies and behaves in the sim. FDE work is a mix of science and Voodoo, or at least from my way of thinking it is.....I can only produce a decent FDE set when I sacrifice a bucket of chicken wings, a 6-pack of ice cold lager and at least a pack of full flavor cigarettes.

OBIO

I did as you suggested... minus the MipMaps... and it worked very well... the Sabreliner now really looks good... now I seem to remember those mip things... in the old CFS 1 textures... so that the plane looks right at different distances from the point of view... right? At any rate... it worked fine... and btw... I don't have any problems with that continuing deterioration of the original... I used to... but I started working on a PSP file for the finishing... instead of the original itself..and then put it over the DXT file ... so everytime I open the original is still pristine... (as the last repaint of change) because my reworked texture is a brand new PSP each time... (also keeping the originals in PSP helps with repaintings... like code numbers, roundels, details, etc. are in specific different layers..and all I have to do is change the basic color scheme... or put a natural metal finish and add the same or different details,codes, national insignia,etc.
 
Ear

FDE is NOT F.D. Elephant (or Elepant 'Ear', either- hehe). It's Flight Dynamics EDITS. What I do 24/7. But it made me laugh, so thanks for the yoke.
Chuck B
Napamule
 
Cnt Pts with Floats

Obio,
Here is the cnt pt set, with floats, along with pontoons that 'splash' water. You need (Effects) section and I included it. I also gave it 'wheels' so you can negotiate on land. Heck, you can take off and land it just like a normal wheel plane (it's not real-I know). And, since it has gear (that give off sparks) I put a 'dummy' extension in effects ('.boo) so it don't spark on land. Also I included a (Flaps) section that works well with this model. Just got finished (1Pm) as it's 'trash day' and also my Better Half is getting some minor surgery on her neck (I told the Doctor the 'problem' was higher up-hehe) so had to stop tweaking. Went well. One note: how do you guys fly warbirds with most of the cfg missing? I just can't imagine how it must be. I need to get in there and make some 'spec' FDEs for you guys. Cheers.
Chuck B
Napamule

[contact_points]
point.0= 1, 25.99, -5.00, -6.80, 1574.80, 0, 0.690, 40.00, 0.400, 2.5, 0.86, 5.0, 5.0, 0, 0.0, 0.0
point.1= 1, 25.99, 5.00, -6.80, 1574.80, 0, 0.690, 40.00, 0.400, 2.5, 0.86, 5.0, 5.0, 2, 0.0, 0.0
point.2= 1, -15.99, -4.90, -6.50, 1574.80, 1, 0.690, 0.00, 0.400, 2.5, 0.86, 5.0, 5.0, 3, 0.0, 0.0
point.3= 1, -15.99, 4.90, -6.50, 1574.80, 2, 0.690, 0.00, 0.400, 2.5, 0.86, 5.0, 5.0, 5, 0.0, 0.0
//
point.4= 4, 16.00, -3.00, -4.44, 1574.80, 0, 0.512, 0.00, 0.300, 4.5, 1.00, 0.0, 0.0, 1, 0.0, 0.0
point.5= 4, 16.00, 3.00, -4.44, 1574.80, 0, 0.512, 0.00, 0.300, 4.5, 1.00, 0.0, 0.0, 1, 0.0, 0.0
point.6= 4, -16.00, -2.50, -4.44, 1574.80, 0, 0.512, 20.00, 0.300, 4.5, 1.00, 0.0, 0.0, 1, 0.0, 0.0
point.7= 4, -16.00, 2.50, -4.44, 1574.80, 0, 0.512, 20.00, 0.300, 4.5, 1.00, 0.0, 0.0, 1, 0.0, 0.0
//
point.8= 4, 2.50, -30.80, -4.65, 1574.80, 0, 0.512, 0.00, 0.300, 4.5, 1.00, 0.0, 0.0, 1, 0.0, 0.0
point.9= 4, 2.50, 30.80, -4.65, 1574.80, 0, 0.512, 0.00, 0.300, 4.5, 1.00, 0.0, 0.0, 1, 0.0, 0.0
max_number_of_points = 21
static_pitch=0.000000
static_cg_height= 6.00
gear_system_type=0 //0=Electric, 1=Hydraulic

[EFFECTS]
wake=fx_wake
water=fx_spray
dirt=fx_tchdrt
concrete=fx_sparks.boo
touchdown=fx_tchdwn_s, 1

[flaps.0] //Trailing Edge Flaps
type=1
span-outboard=0.5
extending-time=5
damaging-speed=139
blowout-speed=149
flaps-position.0=0
flaps-position.1= 6, 139
flaps-position.2=12, 133
flaps-position.3=19, 128
flaps-position.4=25, 123
flaps-position.5=32, 117
flaps-position.6=38, 112
flaps-position.7=45, 107
lift_scalar=1.0
drag_scalar= 1.0
pitch_scalar= -0.495 //1.0
system_type= 0 //o=4 //0=Electric, 1=Hyd, 2=Pneu, 3=Manual, 4=None
 
By the way....

I did as you suggested... minus the MipMaps... and it worked very well... the Sabreliner now really looks good... now I seem to remember those mip things... in the old CFS 1 textures... so that the plane looks right at different distances from the point of view... right? At any rate... it worked fine... and btw... I don't have any problems with that continuing deterioration of the original... I used to... but I started working on a PSP file for the finishing... instead of the original itself..and then put it over the DXT file ... so everytime I open the original is still pristine... (as the last repaint of change) because my reworked texture is a brand new PSP each time... (also keeping the originals in PSP helps with repaintings... like code numbers, roundels, details, etc. are in specific different layers..and all I have to do is change the basic color scheme... or put a natural metal finish and add the same or different details,codes, national insignia,etc.

I am putting the finishing details on the 2d and VC... as well as new textures for this bird... however... it flies like a bum! Have you tweaked the (now I know the meaning... lol) FDE? If so, could I have a copy of them?
 
I just attached a copy of the FDE set over in another thread...will attach it here too.

OBIO
 
Navtech,
You are welcome. I also worked on the FDEs and just need to find out how to do an attachment of zip on here (like Obio did). Never done it. When I find out how I will post FDEs for several of Ito's models. Been working on them past 2 weeks, one after the other, and am not done yet. Phew. What a month it's been. But very productive and very satisfying.

I like Ito's sense of humor. He probably KNEW we would be having a hard time with the FDEs. He threw us (me) several 100 mph curve balls with the way the models are put together, but that just made it more fun. He has a smirky grin in his picture that I saw of him. I now know why. Clever little 'devil' that Ito. But a GREAT modeler. All good.

Obio,
I got, and tried your FDE's, but I like mine better. I want to attach the BV-138G FDEs in a zip here. Is it the same as posting a picture? Help me out here. I have FDEs for C-27J Spartan, Fi-156C Storch, BV-170, Fi-167 Fiesler, Me-410 Hornet,
IL-2 Stormovik, JU EF-112, and the BV-138G ready to go. I only need to make a readme for each with 'How To Fly' tips. They are all 'easy', but some have 'extra' features such as spoiler, or even reverse thrust, extra flaps, etc. Cheers.
Chuck B
Napamule
PS: Just say the 'Valid File Extension' list, so I'll Zip them up and I'LL BE BAAAACK.
 
Back
Top