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Lockheed Harpoon, Ventura, and Lodestar - Native

hi

Semi stupid question

will we get the CIV mopdel in FSX Native as well ?

Thanks

Roland

Hi Roland :)

Yes, as mentioned in #42 post above.

"The Painters' Release and Limited Beta is posted.

Includes four "C" models; the "D" models will come a little later.
The only "C" model differences are in weapons.
Texture mapping is the same for these four models.
The civilian model will also come later."
 
Hi Roland :)

Yes, as mentioned in #42 post above.

"The Painters' Release and Limited Beta is posted.

Includes four "C" models; the "D" models will come a little later.
The only "C" model differences are in weapons.
Texture mapping is the same for these four models.
The civilian model will also come later."

Thanks uncle Milton

Better late then never

Roland
 
Thanks uncle Milton

Better late then never

Roland

You bet; it takes time for each model. Matter of fact is I am still working on the "C" model and will be for 2-3 more days.

Lots of parts, animations, mouse rectangle tags, visibility tags, textures, new custom xml, etc. to deal with along with model differences.

The CIV and "D" model will go more quickly.
 
Nice Harpoon :adoration:
Looks like the gun in the top turret elevate at ~120/125 - just like the B26 guns. I flew the Attu Warrior, very nice looking color.
Would like an option to raise/lower guns or rotate whole turret assemble - if possible.

Thanks. :encouragement:
 
Nice Harpoon :adoration:
Looks like the gun in the top turret elevate at ~120/125 - just like the B26 guns. I flew the Attu Warrior, very nice looking color.
Would like an option to raise/lower guns or rotate whole turret assemble - if possible.

Thanks. :encouragement:

Still adding features but now have the turret with more animation and range, droppable wing tanks, more cockpit features ... but the superchargers bit me ... or rather the engines.
 

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Got a few more observations for you, Milton.

My default flight, BTW, is cold and dark at my local airport. When I loaded up the Bare Metal model, the pilot and copilot were still at the local latte' stand getting their coffee while the turret gunner was still in the aircraft. He must have frozen off his backside since it was around 20 degrees Fahrenheit last night.

Anyways, after takeoff and setting the autopilot I played around with some of the switches (again). Is the "tank drop" arrow on the panel supposed to do anything? I switched over to another model and couldn't see where anything dropped when I activated the switch.

Only other thing is that the planes can use some cockpit and instrument lighting. One flight started at dusk, so I turned on all the lights but could barely see the panel and gauges.

WH, I have not yet redone the night lighting but its on the list. Thanks.

The Tank drop arrow was a carry over and has been replaced by a cockpit 3D switch.

The Turret gunner visibility issue has been corrected.
 
harpoon,ventura,loadstar

Would be very interstead in these aircraft, and with you doing them I know will be great like all your other plains
 
Hey Milton, couple "painter" questions. I know we're working from FS9 paint kit but there are a couple things to look at. See the attached screen shots.

1. H-tail - fuselage fairing / mating on the topside leading edge/fuselage fairing doesn't seem to be mapped.

2. Same as above but H-tail bottom fuselage mate.

3. "eng_1" (right engine) bottom cowl flap demarc and mate with cowling fairly large gap compare to the left engine same area.

4. Starboard side aft window has a wedge shape "bleed" of fuselage color from upper left corner diagonally down and right to the center of the window.

That's all for now, thanks,

Steve

-2018-feb-24-008.jpg -2018-feb-24-007.jpg

Image2.jpg -2018-feb-24-003.jpg
 
Would be very interstead in these aircraft, and with you doing them I know will be great like all your other plains

All of Milton and team's planes are great! I have flown many of the FS2004 aircraft he and his team made, in FSX. The rane in Spane falls mainly on the planes.:encouragement:
 
Hey Milton, couple "painter" questions. I know we're working from FS9 paint kit but there are a couple things to look at. See the attached screen shots.

1. H-tail - fuselage fairing / mating on the topside leading edge/fuselage fairing doesn't seem to be mapped.

2. Same as above but H-tail bottom fuselage mate.

3. "eng_1" (right engine) bottom cowl flap demarc and mate with cowling fairly large gap compare to the left engine same area.

4. Starboard side aft window has a wedge shape "bleed" of fuselage color from upper left corner diagonally down and right to the center of the window.

That's all for now, thanks,

Steve

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Thanks for those observations Steve.

See the attached tails template, top center; it is there but was not included in the paint kit or Nigel's textures for some reason. Maybe it was added later; not sure.

I'll investigate the other issues.

EDIT: Cowling/Nacelles areas corrected; glass is actually poly issue shown in reflection at certain sun angles. Will need to smooth that up.
 

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Steve,

I believe you were displaying the TGH model (Turret, guns, hard-points), so I have updated that model with the corrections, and more.
I might add that I added the external tanks hard-points as well to this model.

The glass was totally rebuilt but in a certain sun angle reflection, one can see a sliver across the top. Probably the best I can do without some fuselage adjustments.

Attached is a model replacement folder for the TGH model.
Anyone is welcome to download this as well.

I have quite a few VC changes in progress so will hold off other model updates for a day or so.
 

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Steve,

I believe you were displaying the TGH model (Turret, guns, hard-points), so I have updated that model with the corrections, and more.
I might add that I added the external tanks hard-points as well to this model.

The glass was totally rebuilt but in a certain sun angle reflection, one can see a sliver across the top. Probably the best I can do without some fuselage adjustments.

Attached is a model replacement folder for the TGH model.
Anyone is welcome to download this as well.

I have quite a few VC changes in progress so will hold off other model updates for a day or so.

Milton, thanks for looking at these. You are correct regarding the model, TGH. Sorry I didn't list that in the report. Sometimes I forget you give us so many choices! I tend to fly one type once I settle in and stick with it. I will try to do better if I run across anything else.

Thanks,

Steve
 
Milton, thanks for looking at these. You are correct regarding the model, TGH. Sorry I didn't list that in the report. Sometimes I forget you give us so many choices! I tend to fly one type once I settle in and stick with it. I will try to do better if I run across anything else.

Thanks,

Steve

Steve, not a problem Sir.

I have updated all the models with basically the same munitions so everything shows on all models.
That is, all models have turret, guns, hard points, rockets, torpedoes, and external tanks. No bombs yet.
Turret animation is similar to the B-26 but with greater freedom of movement (still a WIP).

Eventually, I hope to allow you to select what you want once loaded so we can reduce the number of models.

Right now you can drop the external tanks. I am working on rockets now, and bombs later.

If you want these updates applied so far (optionally), here is a link to download them.

Includes new model folders, panel.cfg, new textures for night lighting.

The things you mentioned have been corrected.

Several VC switch changes for yoke visibility, tank drop, fuel pump switches (moved to ECU), added mouse tool tips, indicator light for bomb bay doors open, etc.
Wellis is working on re-doing the panel and ecu text labels and more.
So for now, you'll just have to rely on tool tips.

There is nothing really urgent about the updates so you can hold off as you wish as changes are being made daily.

But if you wish, here is is the update link:

http://www.sim-outhouse.net/downloads/SOHTeam/FSXHarpUpdts1.zip
 
I am interested in the updated Lockheeds for FSX, I would be keen to try my skins on the native PV-2 and modify them where necessary. I woulld be keen to do some skins for the Ventura after it's been updated to FSX native standards...while I'm on the subject of the Ventura, Milton would it be possible to update the rear cockpit walls of the Ventura too? These back walls were solid and not open like in the Harpoon. Same kind of door way shape but with solid walls on each side.. just needs some polys to fill in the holes!
 
I am interested in the updated Lockheeds for FSX, I would be keen to try my skins on the native PV-2 and modify them where necessary. I woulld be keen to do some skins for the Ventura after it's been updated to FSX native standards...while I'm on the subject of the Ventura, Milton would it be possible to update the rear cockpit walls of the Ventura too? These back walls were solid and not open like in the Harpoon. Same kind of door way shape but with solid walls on each side.. just needs some polys to fill in the holes!

Hi Mark, great to hear from you.

Do you have any pictures of the Ventura interior that you describe?
 
Eagerly awaiting the Venturas. Thinking some 50's and 60's vintage Corporate paints would look sweet.


Edit: meant to say, Loadstars... Haven't had my coffee yet...
 
Hello Milton,

-I just tried your new models, and I find the nice improvements!:applause:
-However, would it be possible to get the speed of 100 to 110kts for the movement of the turret, rather than 125Kt?
-The exterior tank release switch could be located next to that of hide yoke?
-For arming, a window of choice like your A-20 would be welcome!
Cordially.


Alain

-
 
Hello Milton,

-I just tried your new models, and I find the nice improvements!:applause:
-However, would it be possible to get the speed of 100 to 110kts for the movement of the turret, rather than 125Kt?
-The exterior tank release switch could be located next to that of hide yoke?
-For arming, a window of choice like your A-20 would be welcome!
Cordially.


Alain

-

Alain, thank you for the comments and suggestions.

Regarding the turret animation, I set that speed above where take off is safely established and flaps are retracted. Movement of the turret in the real world causes some buffeting and I thought having safe take off and being established on climb out was the appropriate thing to do before the turret gunner got seated and active.

Regarding the tank release/load out, I have animated and tagged most of the switches, switch guards, and levers on the left side so some things have changed. All of the items are getting a make-over with textures and labels.

Regarding a load out window, I am not a gauge programmer and do not have one on the team so I am doing a little load out management through use of cockpit switches and xml coding the best I can. The RW aircraft had no "load out" window. :)
 
Investing a lot of time in the VC adding functionality and animating/tagging switches and levers. Meanwhile Wellis is updating some of the VC textures and labels (not yet shown).

Also worked on night lighting and have that in hand now looking good throughout although a screen shot does not do it justice.
 

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