WIP

Collin

Charter Member
Ok you guys (and maybe some girls).

Post you work in progress here, so the rest of us can get jealous.

Let us know what CAD you are using and the problems you have or overcome, and for what sim.


regards Collin:ernae:
 
Vanguard part 1

Using FSDS2.4
for CFS2
PSP7 for textures


I started this model several years ago and have scrapped various versions since.

The problem has always been the sheer on the bow and the recessed anchor ports, as these are round with a flat top end going to a recessed dip off centre.
Version 25 I thought I had managed it, but they proved to be overly large when viewed in the sim.

View attachment 778

By version 34, and now suffering hairloss , drink addiction and a short temper. I manage to get someway near but this was using a 47 point tube to make the hull:isadizzy: But it showed the way I could go.
View attachment 780

View attachment 781

Now using a 25 point tube to make the hull and a 13 point tube to make the recesses, I think I'm getting there.

View attachment 779

By using different smoothing groups I can represent the plating

View attachment 782

regards Collin:ernae:
 
Vanguard part 2

Last night I manage to get the hull sheer nigh on correct for the bow. A deck-edge has been added to the hull to give it that 'lip' look and will help conceal any deck texture problems encountered.

View attachment 786

and the armour bulge has been worked in to the hull via the hull tube and not as in previous versions as an additional part.

View attachment 787

The hull has been left intact for the moment as it can be used again by stretching it 50' to make a "Lion" class battleship, superstructure will remain the same, only the main and secondary armament have to be changed.

regards Collin:ernae:
 
Vanguard is looking good!!:applause:

Well, can't possibly compete with Sea Lord Collin, but here are a few at my dock.:running:
 
HMS Drake WIP part 2

Here are some updates on the HMS Drake.

I went ahead and made the anchor state an animation instead of two different visibility states. Seems the sim wouldn't recognize the ship being in a "parked" state. I used the "spoiler" animation because you can give it a really long playback time by making an edit in the cfg file. When you press the "spoiler" key "/" the boat booms swing down and out, 3 anchors drop and 4 boats lower and move into position under the booms. Doesn't look perfect running backwards, but it's acceptable.

When I tried to attach an explosion effect to the end of the gun barrel to simulate the firing of a gun, I could get the effect to play properly once, but when I tried to have the effect play a second time, the sound refused to play. The effect would play properly if the effect was located using a light in the cfg file, but that method meant the effect would only play in a specific location. Since I couldn't get the effect to follow the barrel, I had the barrel follow the effect by creating an "AIM" animation. So when the player presses the starboard salvo AIM button, all the guns move into proper position, then when the fire button is pressed, the effects go off and they're in the proper position.

There seems to be a limit to the number of light effects that can be listed in the cfg file.

The next step is to develop an AI version so that a model can be sailed using AIcarriers2. That will require developing a custom effect that has both wake and smoke.
 
X eidos,:salute:

could you not use a smoke belch for the gun effect instead of a light?:kilroy:

regards Collin:ernae:
 
There doesn't seem to be as many options when using an effect triggered by the smoke key. They all go on or off at the same time. The lights however have ten different types that you can play with. In this model the smoke effect for the 4 stacks is using the "I" key.

While the cannon effect is triggered by switches linked to various lights, (logo, panel, and strobe), the effect that is triggered is a combination of flash, smoke and boom.

One of the hazards of linking the cannon blasts to a light trigger, is that pressing the "L" key fires off all three salvos at the same time.:isadizzy: There is a switch for the navigation lights in the 2d bridge panel that allows a person to avoid this blast, but I don't think many will pay attention to the instructions in the readme file.

I hope to make a short YouTube video to demonstrate the different effects.
 
The HMS Drake will be FSX - pilotable and AI versions. The gmax sources files have been put up on TurboSquid. I have also put up a copy in 3ds file format as well.

I just finished making the custom wake and smoke effect for the AI version, so the only thing left on the to-do list is to write up the documentation.

Hopefully the SOH will re-open the download section soon.
 
Really great work Sully :applause::applause::applause: She is Loooking gooood :icon_lol:

Everyone please note x_eidos2 has small craft in the water/along side while the ship is at her moorings :pop4:

Thank you Collin for the heads up on Sully's new web page :jump:


Skipsan :kilroy:
 

Everyone please note x_eidos2 has small craft in the water/along side while the ship is at her moorings :pop4:
Skipsan :kilroy:


Yep, so has the Repose in the moored version, and you can still land on her. She was to be featured in a Fox 4 MASH campaign but the idea fell through.

regards Collin:ernae:
 
Fabulous work and video X_eidos2, luv the sound effects as well.

Have you any plans to make any internal modelling for her?

regards Collin:ernae:
 
Great work Collin!:applause:

X Eidos2: Excellent model and animations!:applause: Any chance a CFS2 multi res version is possible? Many conversions lose their virtual cockpit and animations.

There are never enough ships to play with!

A Norwegian fishing version of the "Excellent" trawler now undergoing tests.
 
X Edios, wonderful work on that RN AC, it is just amazing and a great addition to the virtual fleet. thanks for doing all that, she is really jolly good.

I am glad to see she comes with crew.

View attachment 1566
 
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