Lockheed Jetstar II

OK... Just the exterior FSX model (Tested in P3D v3) with hard coded landing and taxi lights. Reflections turned on with Alpha Channel control of the shine. Specular textures are the regular textures. I might later on do separate Specular textures and if I can find out how to make them, Bumps.
 

Attachments

  • JetstarII_FSX_BG_Mod.zip
    1.1 MB · Views: 38
I don't know why my JS 2 gauges are so blurry vs the Fraser McKay JS 1 gauges. Maybe missing a texture or something?

tJF03tU.png
 
GE, thanks for asking. It's a freeware Biggin Hill (of all places - 30 minutes from where I happen to be sitting at the moment LOL) that I can't remember where its from but can try to track it down if you want!

Like your KSAN shots. You in San Diego?

cDk6wos.png
 
GE, thanks for asking. It's a freeware Biggin Hill (of all places - 30 minutes from where I happen to be sitting at the moment LOL) that I can't remember where its from but can try to track it down if you want!

Like your KSAN shots. You in San Diego?



cDk6wos.png
No, I used to be stationed there long time ago (60's early 70's) I am few short miles north of KMEM.
I'm interested in your Biggin Hill. Glad you like the KSAN shots.
Is your Biggin Hill for FSX or P3D? I use P3D V4.5
 
Jetstar II metal texture

I'm gradually getting there --- sorry for the small size and duplicates; new to this forum picture process
 

Attachments

  • METAL.jpg
    METAL.jpg
    32 KB · Views: 24
  • METAL.jpg
    METAL.jpg
    106.3 KB · Views: 31
OK... Just the exterior FSX model (Tested in P3D v3) with hard coded landing and taxi lights. Reflections turned on with Alpha Channel control of the shine. Specular textures are the regular textures. I might later on do separate Specular textures and if I can find out how to make them, Bumps.

Thanks.
All looks good in FSX(A). I especially like seeing the landing/taxi lights ground splash effect now.
Light switches working with Fraser 2D panel but not VC. I am actually OK with that as the current VC is not where I like to fly.

I am not sure how the mdl file was reduced by almost 60% is size but I don't see any issues.


Thanks again for your efforts.
 
Hi,
Thanks for making the gauges functional - :encouragement:
When/Why would you want to hit the reset button?

Info provided by FsDeveloper
The test button (bottom left) drives the pointer to the vertical position.
Somewhere else on the panel there should be a Reset switch which returns all max indicators on all instruments to zero.
I chose the small red knob to implement the reset (before we are ready to have a global Reset Switch in next VC)
If you think it is better, can use it for the test button.

The overheat light (bottom right) illuminates when the TGT reaches 750C and extinguishes when the TGT drops below 705C.
In your case (JetStart) I would think they are (respectively) 870 degrees C and 875 degrees C.

I did a mistake concerning the "overheat light", it should be illuminated by the current ITT value, not he MAX ITT, as now.

I intent to make an update, but I would like to get better needle graphics and a "number strip" (as it was originally) to replace the not so nice value display.
This could be then used by the other gauges (N1, N2, etc...)

Any graphic art guru willing to contribute ?

Gérard
 
Thanks.
All looks good in FSX(A). I especially like seeing the landing/taxi lights ground splash effect now.
Light switches working with Fraser 2D panel but not VC. I am actually OK with that as the current VC is not where I like to fly.

I am not sure how the mdl file was reduced by almost 60% is size but I don't see any issues.


Thanks again for your efforts.


Model Converter X tends to "Clean up" the model by quite a bit.
 
I'm interested in your Biggin Hill. Glad you like the KSAN shots.

I think this is the Biggin Hill scenery at avsim.com that works well in P3Dv4.5

Filename:fs_egkb_fsx.zip
License:Freeware, limited distribution
Added:15th September 2015, 01:00:41
Downloads:3508
Author:Mark Piccolo - Soarfly Concepts
Size:39431kb
 
In working with MCX have you had a go at getting fan rotation..?

OOPS!... forgot that. Unfortunately there is only one part per engine so I can only get the disks with the blurred textures to spin.

FSX Model with the properly tagged fans below...
 

Attachments

  • JetstarII_FSX_BG_Mod_2.zip
    1.1 MB · Views: 66
I think this is the Biggin Hill scenery at avsim.com that works well in P3Dv4.5

Filename:fs_egkb_fsx.zip
License:Freeware, limited distribution
Added:15th September 2015, 01:00:41
Downloads:3508
Author:Mark Piccolo - Soarfly Concepts
Size:39431kb

OOPS!... forgot that. Unfortunately there is only one part per engine so I can only get the disks with the blurred textures to spin.

FSX Model with the properly tagged fans below...

Guys,

If I remember well, there where 2 parts designed for the engine fans. A detailed fan for off and slow spin, a blurred texture fan for the fast spinning engine fan.

Best
Jim
 
You guys know way more than me about MDX modelling but why can other animations be brought across into a P3Dv4 model but not the rotating fans?
 
Guys,

If I remember well, there where 2 parts designed for the engine fans. A detailed fan for off and slow spin, a blurred texture fan for the fast spinning engine fan.

Best
Jim


The model that Roland posted is missing the slow/still fan parts. Only the fast fans are in the p3d 4 model that I converted. They are still tagged as prop_0, Prop_1 etc. (Hence the no spin issue since it's a jet flight model not a prop) I changed the animation tag to the proper N1_0 (1,2,3) tags with the part always visible to have something there in the second FSX model I posted
 
The model that Roland posted is missing the slow/still fan parts. Only the fast fans are in the p3d 4 model that I converted. They are still tagged as prop_0, Prop_1 etc. (Hence the no spin issue since it's a jet flight model not a prop) I changed the animation tag to the proper N1_0 (1,2,3) tags with the part always visible to have something there in the second FSX model I posted

Brian:

I will look into the source file I provided Roland and see what's there. But I think Roland I'd providing the FS9 model. The source files provided to Roland are FSX versions with one exterior and one interior models that never were compiled. If you are interested in trying to help and compile for Roland, I am sure he can provide the files for you.

Best

Jim

Edit: Looked into the FSX source file and indeed the Fan blades are present (please see attached pictures). As you can see the exterior model also has ground equipment when all systems are stopped and brake applied. Thinking about it FS9 should also have ground equipment.
JSIIGround.JPGJSIIFAN.JPG
 
Last edited:
Back
Top