Texan Joyriding

Somebody help me please ....I'm looking around the cockpit looking for a wobble pump . I know I'm going to feel preety stupid shortly !!
 
its on the left side just below the canopy edge. If you click the handle it will pump on its own. I found 3 clicks works perfect.
 
Yep, the wobble pump is located between the two trim wheels, above the landing gear lever. This is a really cool feature, as just like in a real Texan, SNJ, or Harvard, you aren't provided with a booster pump, so you have to manually pump the system up to build pressure and to draw prime from. (However, while in this flight sim recreation the fuel pressure stays put where you pump the system up to, until start, in the real aircraft the fuel pressure will begin to bleed off immediately after you stop providing pressure - as a result, you'll see a pilot give the wobble pump a number of pumps, then give the engine a couple of strokes of primer - if the fuel pressure is gone before the pilot is able to put in the last stroke or two of primer, he must pump the system up again before doing so.)
 
Yep, the wobble pump is located between the two trim wheels, above the landing gear lever. This is a really cool feature, as just like in a real Texan, SNJ, or Harvard, you aren't provided with a booster pump, so you have to manually pump the system up to build pressure and to draw prime from. (However, while in this flight sim recreation the fuel pressure stays put where you pump the system up to, until start, in the real aircraft the fuel pressure will begin to bleed off immediately after you stop providing pressure - as a result, you'll see a pilot give the wobble pump a number of pumps, then give the engine a couple of strokes of primer - if the fuel pressure is gone before the pilot is able to put in the last stroke or two of primer, he must pump the system up again before doing so.)

Fuel pressure does go down here.
 
I am working on a 4096 set of textures and refreshed bumpmaps too - my Reno Race series of repaints is going to have to be converted from the Alphasim model to this one - very nice to fly!

On the other hand, she's a bit (lot) of a lame duck compared the the converted Alphasim model (does anyone remember the tweak ACES gave us to make the Alphasim T6 perform to race standard?) So it would be exceedingly nice if some clever FD tuner could give us .air and .cfg files with the 250 mph race tune pretty please.

I think that would also need a slight conversion to the control surface animations too though. I believe the race-tuned T6s might have better (more range of movement) controls.

I really must compliment the guys who made this - she is beautifully detailed. You just cannot help falling in love with those wheel wells or the wing rear spar modelling or the VC framework. Simply beautiful! But even so, I must offer up a critique - the mapping is occasionally confusing in its scaling. For instance - the texture pieces that get mapped to the front of the wing walkway panels. They are "huge" on the texture sheet and yet they cover only a tiny part of the total wing.

For detail, this is the most beautiful version of the T6 going. Add the "Real live" startup and this plane really does amount to the greatest of pleasures...

THANKS!!
 
I'll stay with the gratitude on this beautiful model but I must add another critique - and probable cause why there are "load" problems for some users. I note with some dismay, that when you put a square on the cowling texture, it is stretched at runtime. The texture is (of needs) 4:1 in proportion i.e. 512 by 128. But when you put a chequer pattern on the texture, it turns into long rectangles ont the aircraft.

View attachment 62150

This pattern is perfectly squared on the texture sheet - and the screws/rivets are circular. Perhaps that is why there were CTDs at runtime? You may have had scaling differences in direction. The model had to stretch some parts of the texture sheet one way, and other parts the other way.

There are also considerable scaling differences betwee different sheets of the UV texture set. round 1/4" screws on one panel will look like 1" diameter on others. In this screenshot alone, there are at least three different scaling methods in use - truly a nightmare for us lowly mortal painters.

[edit]
Incidentally - all these scaling differences also throw the bumpmaps into disarray as you can see from that screenie. Which is why I shall be rebuilding the whole texture set.
[/edit]
 
Ah, yes, the problems encountered when a 2D image is placed on a 3D models. This sort of stuff drove me nuts when I was skinning F4U Corsairs in the Il2: Pacific Fighters/1946 sim. Cowling panels and the cowl ring were among the worst offenders.
 
Chris, you must really be bored to want to fix issues that should not have been there in the first place.
Sounds to me like the templates were made by a profile painter in a 3d world. :pop4:
 
@ Stan - it's not a wrap issue - the devs have extracted the curve to flat very nicely. At a guess I'd say it's the automatic scaling that is built in to FSX - all textures MUST me in a ratio of 16 32 64 128 256 512 1024...

The have extracted a texture which is possibly 128 by 300 (and something) and the UV mapper automatically run it out to 128 by 512 (or whatever)
View attachment 62155 View attachment 62156 View attachment 62158 View attachment 62157

Left side, right side, underside, upper side

I have created chequer patterns in the ratio 50 to 75% in steps of 5% (the front row is 100/100 on the texture) As you can see - the proportions in each of the four rows are constrained in their respective values.

Once you know the stretch values, creating the patterns becomes easy and my eye is telling me that the 65% ratio is about closest.
 
OK then... four rows and 24 checks...



View attachment 62162 View attachment 62163 View attachment 62164

You can already see I have added a "hot" stainless steel exhaust backing plate that most racers seem to have. The rivets will fade later. I have temporarily used dome head - actually the T6 made use of flush rivets so the bumps will have to be minimal, much as I like bumps - that's the problem with rivets.

Also - not all T6s have chequered noses, but still - if any sponsor logos are on the nose, these will have to be stretched too.

Why do I go to this effort? I like the Texan! I wouldn't (and don't) fiddle with planes that disappoint me. I can live with a simple stretch.

I have also noticed that different T6s also have different rivet patterns around the nose and elsewhere - I would guess that indiviual owners have reinforced their babies iin different and individual ways. Some cowlings appear to be hinged, others need to be completely removed to access the engine. Some have (hard?) covers over the back seat. Others have bulge canopies and yet others have a frameless rear glazing. Some have spinners while others have "nude" prop pitch controls. I have seen a nice photo of "Six-Cat"... oh boy! There are so many rivet lines...

I once painted the "Midnight Airforce" (Dennis and Tami Buehn have at least three T6s - "Miss", "Express" and "Rendezvous") and there are differences there between planes. I shall be enjoying this project - you'll be getting a full HD set of skins once I have my master paintkit and bump-set ready...
 
I am slowly finding out how the team mapped and lit this model - the bumps, specs, diffuse and alpha are coming along....

View attachment 62228

It is now a matter of getting the right alpha levels for spec and diffuse maps and for getting the bump direction on the rivets and reinforcement strips on the cowl. Get that and the rest of the images should fall into line... I think the alpha level for the anti glare paint is ok as is - and not too black.
 
This is some exciting work, for sure.

Some Inspiration:

reno06_t6_12_5258.jpg

original.jpg

Reno2010_0001.JPG

0610006_20.jpg


Joseph
 
Ooh, that looks nice! Any chance for a Walter and/or Tony Eichhorn T-6, they are pretty famous over here, seen him on a lot of airshows. They use a dark blue Red Bull sheme:

North_American_T-6_Eichhorn_Duo_1.JPG


If you want to do this one and need more info/pics, I would look what I can find, pictures can be found searching for T-6 Eichhorn.

Aeroshell birds would look nice, too, as you allready have the checkered cowl!
 
I've done the aeroshell T6 (for the Alphasim model) - and a few others.

There is one issue with this freeware model (well a few, and they aren't significant - just 'nice to haves'). Warick Carter pointed me at the specifications for T6 racers - they're here: http://www.racingt-6.org/Forms/2009 Technical Specifications.pdf

It seems you aren't allowed prop spinners for racing. (Item 6 of the "prohibited" items) - well, I do agree that a chromed CS mechanism looks better any day... :kilroy:

View attachment 62355

The T6 course - 5.1 miles of low level fun! And here are the Alphasim paints I did in the past:

View attachment 62359View attachment 62356View attachment 62360View attachment 62357View attachment 62361View attachment 62358
 
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