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P3D v2 Bombardier Challenger 605

Greg
You are correct its November 24 Julia Kilo. My fathers plane call sign.

Unless Julia Kilo was the pet name for the plane, according to the NATO phonetic alphabet, you must have meant November Two-Four Juliett Kilo. I remember this because once on a flight into KFUL back in the 70's, I announced my position as five miles out with (ATIS) information "Julia". KFUL tower dryly requested confirmation that I had information Juliett, read-off the current active, barometric pressure and wind, and cleared me for a straight in approach to Rwy 06. The flight was memorable because I was flying a brand new Piper Cherokee, and as I made my long approach, the "new plane smell" began to smell more like....... pizza?

After parking and tying down the aircraft, I reported the strange smell to the rental desk, at which point the chief pilot and a couple of instructors went out to check the shiny new aircraft. After they took turns sticking their heads into the cockpit and smelling traces of what I described, the three of them took off in search of the chief mechanic, who listened to my story about smelling pizza, smiled, and said: "Let me guess? You made a long straight in approach to Rwy 6...... right?" "Uh huh".....I said. Even the instructor pilots looked puzzled. Then the mechanic said: "the long straight in approach takes you over the Hunt's factory where they make ketchup, and when the wind is just right, you fly right through a cloud of tomato steam, producing the pizza-like smell." He said it had been about five years since the last time someone reported the pizza smell, normally the right and left traffic patterns are given, and the planes don't come anywhere near the Hunt's ketchup factory.

Good times.
Cheers
 
Okay, so it's been a looooong time since I've updated this thread with an actual display of progress. During that last week or so, I have been working on a new airframe that is MUCH improved over the old one so far. Improvements to the external model include (but are not limited to):

-Accurate cockpit window area crafted carefully and as closely as possible to real specs.
-More high-poly, accurately-placed passenger windows.
-Refined and tweaked airfoil that is as closer to the real aircraft (Which really doesn't matter in FSX unless you're one of the many "rivet counters" out there.)
-Better winglets.
-High-poly wing root area that is MUCH more detailed and manageable than the last one.
-New and improved vertical stabilizer with APU intake.
-Detailed flap guides.
-More realistic engine nacelles.
-Overall higher level of attention to detail and realism.

I also figured that with a more accurate exterior model, building an interior and cockpit within it would be much easier and save some headaches (Those headaches will likely be spent on coding when the time comes. :eek:)

WIP screenshots:
Untitled_zps0bca9a14.jpg


605_zpsad31c313.jpg


6051_zps15714e88.jpg
 
The area behind the cockpit windows is really nicely meshed, but from the render, it could do with a better smoothing group and/or a few more horizontal edges.

The meshing around the cabin windows is quality work as well. I'm impressed.

Also, for future reference, can I have a close-up of one cabin window with edged faces?
The transition from the cut into the fuselage polies without creating too many narrow faces is always quite hard and doesn't seem to be an issue on your model.
 
That looks amazing. I also found a great video of the interior for when you model it. 9 seats, and notice the extra large tv display screens (good for practicing a presentation or viewing a slideshow as well as entertainment!) No rush just wanted to share an idea. Keep up the great work!

P.S. How detailed are you planning on making the avionics and systems? Thanks!

 
The area behind the cockpit windows is really nicely meshed, but from the render, it could do with a better smoothing group and/or a few more horizontal edges.

The meshing around the cabin windows is quality work as well. I'm impressed.

Also, for future reference, can I have a close-up of one cabin window with edged faces?
The transition from the cut into the fuselage polies without creating too many narrow faces is always quite hard and doesn't seem to be an issue on your model.

@Bjorn, I was kind of thinking about adding more edges in that little flat area, but I'm just trying to keep it as editable as possible at this point.

And about the windows: I really studied up on this before I cut them out. Basically, I just lined up a rectangle to the fuselage with fillet edges (interpolation set to 3 steps) and used the Cut tool in vertex mode with Snaps enabled. That caused a lot of those thin triangles to extend all the way from the window edges to the nearest cylinder edge of the fuselage. Solution: Put in edge loops that circle the windows to shrink those pesky triangles that were causing some ugly shading effects. After playing with the mesh a little and turning as many faces as I could into quads, the result is a smooth and (almost) seamless transition from window to fuselage.

Here's a pretty picture that illustrates what I mean:

window_topology_zpsa6e2e62d.jpg


@7KiloWhiskey, thanks for sharing the video. I'll need as much reference as I can get for the interior and that tour was quite helpful.
 
@Bjorn, I was kind of thinking about adding more edges in that little flat area, but I'm just trying to keep it as editable as possible at this point.

That's prudent. I started with a 64-sided cylinder as the fuselage on the 328 back in the day. Hoooooo boy, what a mistake!

Thanks for the picture and description. I knew how the technique worked before, but I have never used it myself or seen a picture of the meshing, hence my request.
 
No previews to show at this instant in time, but I will say that the interior is coming along at a steady rate. My idea this time was to create an exterior shell as accurately as possible and then build the interior inside of it, that way I won't be pulling my hair out and fussing around with inaccurate window/door placements in the end. Also, a low-detail interior will not be needed since, A, it's a waste of time modeling and texturing 2 versions of the SAME THING, and B, poly count does not really matter at this point.
 
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Is this sill a freeware project?.....very nice work btw.

Once freeware, always freeware. (That's my philosophy anyway.) This is still heavily a WIP; the finished cabin and cockpit will be much more detailed than this. And speaking of the cockpit, everything modeled and textured before is being reused in this version. That cockpit was about 40% complete from a modeling standpoint, and so far everything is coming together without a problem. Whoops...I shouldn't have said that. :tapedshut Not yet anyway. :eek:
 
To see two childhood friends reconnect on an FSDeveloper thread about an aircraft they both share fond memories of is awesome. Good stuff. It truly is a small world.

Nice work, Ozzy. It's been fun following this project and watching you learn on the job. You have some mad skills.

Todd
 
How many poly's is your project at? Looks amazing and over the top for freeware! I read your post that do not code. Start practicing as it only takes a few years to get good at coding your own gauges. Maybe start another thread under gauges when you get started everyone can pitch in including myself.
 
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No such thing, not every project is motivated by money.

i meant over the top as it looks as good as PMDG:yikes:
Anyways no such thing as developers getting motivated by money since i figured i make anywhere from 2 to 6 dollars an hour as a single developer over the years.:rotfl:
 
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Are the window reflections on the tables static? They look amazing!

Every time i post pics on FB with seats that have world reflections or they are too shinny friends and other developers tell me to tone it down a bunch as i have been doing. So since i do want some reflections i use about 5% world reflections. They suggest no reflections. What do you guys think?

I noticed that your reflections are even on the seat belts i saw on another post. That might not look real. Do you agree?
 
How many poly's is your project at? Looks amazing and over the top for freeware! I read your post that do not code. Start practicing as it only takes a few years to get good at coding your own gauges. Maybe start another thread under gauges when you get started and everyone can pitch in including myself.

Right now it's at 95,000. :eek: But don't worry, aircraft like the Carenado Phenom are allegedly over 200,000 and still get relatively good frame rates.

Are the window reflections on the tables static? They look amazing!

Every time i post pics on FB with seats that have world reflections or they are too shinny friends and other developers tell me to tone it down a bunch as i have been doing. So since i do want some reflections i use about 5% world reflections. They suggest no reflections. What do you guys think?

I noticed that your reflections are even on the seat belts i saw on another post. That might not look real. Do you agree?

The reflections are just from an Arch + Design material available in Mental Ray...They won't be in the sim, they're just eye candy in the previews.

That other thread you mentioned is not my work. Those images are of Milviz's King Air 350i renders that I'm trying to replicate with my own model.
 
Ozzman i have a question. Is this going to be freeware? how are you going to model the flight dynamics? And what program are you using? If you need someone to paint the aircraft id be down for it.
 
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