• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

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    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

A-7D Corsair II

UDPATE - work on ejection seat

I thought I would tackle the A-7D ESCAPAC ejection seat.

~DJ

a7descapac1hg8.jpg


a7descapac3xa2.jpg


a7descapac4qa7.jpg


:D
 
very nice... but whats your total poly count up to now? Don't you think thats a little bit too much? :eek:
 
Here is a small update on our project status.

Dale has been very busy and has his hands full with a newborn son and between work and family his is very busy. I give him kudos for doing so much with only so many hours in the day.

Yet Dale has found time to work on our pilot model. His name is LT Michael "Jäger" McLaren.

Jäger has a keen eye and is very aggressive with his flying.

This is a work in progress and there is allot that needs to be done. So this is not the final product by any means.

Enjoy Dale’s wizardry. :thumb:


pilot1.jpg


pilot2.jpg


pilot3.jpg


pilot4.jpg


pilot5.jpg
 
Last edited:
Another quick update.

Dale and I both agreed to a time frame of when the USAF flew the Corsair and during the transition to the ANG. So our equipment needed to reflect this decision.

Dale took the lead and came up with this.


Dale Jackson said

"I changed the helmet to the HGU-33/P and the mask to the MBU 5/P, which,
after doing the research is the type that was used during the Vietnam era.
I still have the HGU-26 and it's mask too, so I'll have a couple different
versions.

All I did here was add the visor (and yes that's an A-7 panel in the
reflection) and added the clips to the side of the mask, and a basic hose.
I still have to add the straps on the mask."

The pilot is coming along great!

pilot6.jpg


pilot7.jpg


pitshot.jpg


pitshot2.jpg


pitshot3.jpg
 
Last edited:
Yes but not earth shattering.

Dale is a very busy guy and has been focused on real life priorities.

But he has made some progress.

Here is the Vulcan Gun port modeled into the fuselage.

gun.jpg


Here are the gills that vent the radar compartment.

gills.jpg


More to come. I will keep you guys updated on the project when we get further down the process.

Thank you for following our efforts.
 
A-7D Update - Landing Gear

Unfortunately I lost the file on that recent addition with the "gills" and gun buldge. :confused:

But that's okay because I wanted to really re-work that area. I got frustrated with that loss and skipped to the landing gear, so here's some more progress shots. Sorry this is a slow project. I have family commitments that take priority, but I do intend to finish this project. ;)

So here goes:

Enjoy!

(Main landing gear and some shots of the fuselage are dummy models while I work on the gear)

picture1lt9.png


picture2gj3.png


picture3uc8.png


picture4nx9.png


nosegear2zz8.jpg
 
A-7D Update - Gear extension and retraction test

Just testing to see if the extended gear will retract and fit into the bay. Since this is a flight sim model, it better, by golly! :D

And... it DOES! Yeah!!!

:rolleyes:

frontgear1cx2.jpg


frontgear2cv8.jpg


frontgear3vb6.jpg


frontgearretractku6.jpg
 
Nice project but not suitable for Flight Simulator; poly count is way too high; you're going to run into massive problems exporting it I'm afraid (co-located vertices etc.).

gh
 
Hi!

I like those oldfashioned aircraft. Its more kind of flying than playing with
avionic computers on modern aircraft.

But Gerard is right. Your kind of modeling will be the death of a framerate
counter. And with that it starts when you do something for FSX or FS10.

You can do the most beautiful aircraft mankind has seen in a simulator,
but when the sim runs slow or its stop motion, nobody can and will play
with it.

Currently Im shortly before finishing my FIRST FSX project and I learned
about that stuff above a lot. My Origin in computer graphics is ultra high
quality renderings for computer games with 4 Millions Polygons per Scene
and plus.

SO I had a lot to do of thinking in new way. I call it simply efficiency.
Try to stay around 50.000 Polygons at Maximum and use the Texture
Memory wise. I do eleven 1024x1024 Base-Textures for interior and
exteroir Model. I see it as Maximum because the simulator also use
that same video memory for the landscape.

You understand? You have to stay inside of the limits at all costs.
And certain points you MUST test what you have done in the 3D-Software
inside the FSX Simulator.

For example those tire depressions and other detail on a flat face can
be painted. Yes, not model things below 10 Centimeters. Paint it.
For plasticity you use normal maps.

After doing also some errors in my planning I advise you to first create
a very rough exterior model with blueprints.

But then do first the virtual cockpit. When you finish exterior model and
you see your more detailed cockpit dont fits (blueprints had to bas scale?
theres is a problem.

So rise it from the cockpit and then finish the exterior.

Happy planebuilding and dont stop when you hate it sometimes...

Greetings
 
No...

...The most textures have been used for the VC cockpit.

There are so many open pipes, levers, tablets etc. that the overall
pixelsurface is high. I think that default Cessna 172 has only 30 Percent.

But I managed it to get it running smoothly. I see this very important, because when a nice plane runs with low FPS its ruining the whole feeling.

So the priority beside the realistic look is the smooth FPS.

I tried normal maps at the beginning in high resolution, but often you can
reduce the size to the half or quarter without seeing differences. This is
primarily when the normal maps have not sharp contrasts. But the experience
has to be made by the artist himself to be fully understand. Its hard trying
at first but later its like a reflex. You simply to know what to do by stand.
Like the old samurais and japanese archers that trained thousand times
until they were able to do almost perfect strikes and shots every time.

Greetings
 
Gerard wrote;

Nice project but not suitable for Flight Simulator; poly count is way too high; you're going to run into massive problems exporting it I'm afraid (co-located vertices etc.).


Brother23 wrote;

SO I had a lot to do of thinking in new way. I call it simply efficiency.
Try to stay around 50.000 Polygons at Maximum and use the Texture
Memory wise. I do eleven 1024x1024 Base-Textures for interior and
exterior Model. I see it as Maximum because the simulator also use
that same video memory for the landscape.

Dale and I respect your wisdom and have taken all of our suggestions seriously.

This project is starting life out as a HD version suitable for video sequences. The final model has the following design requirements:

Model
  • 45,000 Polys max
  • Texture size of 1024 X 1024
  • Normal mapping
  • Bump mapping

Animations include
  • Control surfaces
  • Spoilers
  • Canopy
  • Gun exhaust door
  • Speed brake
  • Leading Edge Flaps
  • Trailing Edge Flaps
  • Gear / Doors
  • Vulcan Gun Barrel
  • Ram Air Turbine – When deployed
  • Rudder Peddles
  • Stick / Throttle
  • Pilot Head

But it seems that we have another 5k of polys to play with. :)

We will not release any aircraft that is not a great performer or looks inaccurate.
 
Aaah!

OK. When you want to do Hires Animation with it, thats OK.

I also like the aircraft most between 1930 and 1980. The modern ones

are too easy to fly, thats nice in real world, but rapidly boring in a simulator

that gives no Gs to your body. So the challenge to master a plane that is

not distanced by fly-by-wire gives the simulation some spice.

Greetings
 
I have allways dreamed of this!

This is one of the planes that I have dreamed of having in FS for a long time. The few models that are out there already aren't that great. Keep up the good work!

JGplanes
 
Outstanding

Outstanding work! I've been waiting for years for someone to make a good FS A-7.

I started my career working on A-7D's and A-7K's (in fact my unit received the very last production A-7 right off the production line, it was a K model.

Keep up the great work, I can't wait to see the finished version.
 
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