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Posted (edited)

VEAO Typhoon Update time.

 

Following the leaked photo of the cockpit, I thought I'd post the left and right panels too for your enjoyment.

 

All are still work in progress but you can see we are coming along nicely.

 

I can't comment on MFCD or HUD functionality at the moment and will post more info when are closer to working on those components. For now we are concentrating on the panels.

 

Enjoy,

Ells.

 

ScreenShot_021.jpg

 

left_panels.jpg

 

right_panels.jpg

Edited by Ells228
  • Like 4
Posted

That looks awesome... all that needs to be done now is ED to help you out... :)

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

Posted

Yes 6DOF shouldn't be a problem, of course we need to test it out, but the entire cockpit is 3d.

 

Well we've figured out some stuff on our own of course which we know how to implement, the rest we'll wait and see.

 

Thanks for your comments guys.

Posted

Sorry guys, a few web site hosting issues this morning and had to switch accounts. Images, forums, etc. should be back up tomorrow morning.

 

Thanks,

Ells.

Posted

Apologies Mnemonic, we are having a few hosting issues, they should be there in next day or two whilst our servers switch over to the new address.

 

Thanks,

Ells.

  • 1 month later...
  • 4 months later...
Posted

any news on that?

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Posted

At the moment only small development has been made as we hit a few snags.

And some of our team have been away for Easter and we are flying our live display in front of public crowd next weekend (Virtual Red Arrows), so most of our dev team have been flying for that.

 

We have now created a basic HUD with flight symbology, however combat HUD is proving to be a poblem, and we haven't started to llok at functional MFCD's yet.

 

This is a long haul project and limited to what we can interface with for FC2, but it is very much still on my mind to complete.

 

Thanks for the interest,

Chris.

Posted

thank you for the update....i'm also very interested in this...anyway if you some more tester i'm ready for that.

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  • 3 weeks later...
  • 4 months later...
Posted

hi every one, i just downloaded the eurofighter plane and noticed this. how is the cockpit comming along looks great so far :)

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  • 1 month later...
  • 4 weeks later...
  • 2 months later...
Posted

Hey Spencer,

3dStudio Max

 

Crow doesn't have much time to continue so I'm continuing it.

To be honest we reached the limit of what we could do in FC2 so looking forward to better things ;)

Posted

Hey Chris,

How is he doing very high quility cockpits and interiors in 3dsmax? I am a very good modeller but I am not good at modelling cockpits so it would be very appreachiated if you can either give me some good tips or ask crow how he does it?

 

Cheers,

Spencer Lever

Virtual Royal Air Force Role Demonstration

Tornado #1| Crash

 

http://www.virtualrafroledemo.tk/

Posted

If you are a very good modeller, this shouldnt be an issue for you ;)

 

Everything is just basic modelling, nothing advanced. As an example, to model a switch forexample, start with a primitive that would be easiest to form into the switch you are making. A cylinder will mostly do. For the main cockpit outline, like the floor, walls etc, I like to start with a plane and just extrude the edges as I go, and also throw a symetry modifier on top so I wont have to do everything twice. For an instrument panel, you might want to use boolean to get the cutouts for the instruments. Be aware though (as I assume you know since you are such a good modeller..) that the boolean has a tendency to mess up your mesh, so you will in most cases have to use some time cleaning things up afterwards

  • Like 1
  • 2 months later...
Posted
If you are a very good modeller, this shouldnt be an issue for you ;)

 

Everything is just basic modelling, nothing advanced. As an example, to model a switch forexample, start with a primitive that would be easiest to form into the switch you are making. A cylinder will mostly do. For the main cockpit outline, like the floor, walls etc, I like to start with a plane and just extrude the edges as I go, and also throw a symetry modifier on top so I wont have to do everything twice. For an instrument panel, you might want to use boolean to get the cutouts for the instruments. Be aware though (as I assume you know since you are such a good modeller..) that the boolean has a tendency to mess up your mesh, so you will in most cases have to use some time cleaning things up afterwards

Thanks for the help crow! I have nearly finished the hunter cockpit, and just started an L-39 cockpit that is looking very good for my team!

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