Hello Ravenna,
It turns out that I ended up working on the G.II first, because I was in the middle of sorting out the missing texture source files, and then it started getting more involved, so I stuck to it.
However, do tell me if you need the G.IV done first. It is also on the conveyor belt in the workshop, and I can switch over easily.
Both models need similar attention, and I really don´t mind which one to do first.
As the 2 models will be used for CFS2, all the bleedthrough problems that this model has in CFS1, will disappear in CFS2, as it does in FS2002, because of the "Z" Buffer in the newer simulators. This will make work MUCH easier.
Regarding the necessary Gotha G.II improvements, apart from the textures that are lacking on some parts, there are a few other things I´d like to ask. Some of these also apply to the G.IV.
The construction of both models is rather simple, because when I built the models I didn´t know that one could go upto 150% parts, so I kept these down to 99% or so because of AF99 warnings. Consequently, several things are rather simplified.
Textures are really simple, because I didn´t know any better, and where there weren´t any symbols, I didn´t texture!
Anyway:
1) I have some beige wing texturing with shaded ribbing, but I´m not sure whether to use it because on some photos, only fine lines are visible, and I don´t know your preference. I would have to measure the ribbing, of course, so that it coincides. Here´s a screenshot of a possibility.
2) The tail surfaces I believe were plywood, and would not be ribbed. I usually apply a spray can on the surface, in this case with different shades of beige. I still have to make the rudder texture cover the fin - the screnshot hasn´t got that yet.
3) Ailerons on the original plane, I believe were only flat boards, so they would be textured differntly - possibly using the tailplane texture. On the model, as yet, they are untextured 2D planar parts. If textured, it appears that the right one fills the triangle across the "L" shape. This is easily solved by either making the ailerons with 2 planar pieces each, or better, by making 3D structures for them, which I will do, because there are lots of resources left over.
4) The 4-bladed propeller needs improving so that the blades are at an angle. As you know, the G.II propellers turned in opposite directions.
The 220 Hp Mercedes (rated at 230 Hp) were normally aspirated non high-compression engines, and had normal loss in performance with altitude. Nevertheless, they seem to have crossed the Alps without problem...
5) The G.IV had 2-bladed propellers turning in the same direction.
Incidentally, you know that the Mercedes DIVa engines were throttle-gated, rated at 267 Hp at 1300 metres, which means that at that until that altitude was reached, throttles couldn´t be fully opened. At Seal Level, only 70% throttle could be used, otherwise engines exploded. So, there were some "gates" on the throttle lever to limit power depending on altitude. This can be emmulated in CFS by regulating the supercharger parameters for altitude performance, and altering the Engine Torque Graph with a "hole" to limiting power at lower RPM.
6) I´ll add some 3D Spinners, or rather, propeller hubs.
7) There is no crew: The problem is that there are insufficient parts to make 3 crew members with heads, bodies and limbs. That was why the CFS1 version of the Austro-Gotha with Hieronymus engines was not hollowed out anymore. Windows were textured and the cockpits and corridoor were only on the textures. That is another question...
Anyway, please tell me which one of the Gotha´s you would like done first, and also, if you have any suggestions to these points, or any other points you may have!
Cheers,
Aleatorylamp