• 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:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
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    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    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.

FS2004 Bell 407 V2.0

Worse still is hair on your palms: first sign of madness y'know. Second sign is looking for them. Conclusive proof is finding 'em. You have been warned.

According to sources in "Eat, Pray, Sleep Inc.", aren't hairy palms a punishment for, well...y'know..."being pilot in command"?
 
Good evening gents!

A small progress in the control department
Pedal_assembly_03.jpg

Pedal_assembly_01.jpg

Pedal_assembly_02.jpg

Sergio.
:cool:
 
Good evening chaps

Just suggestion, better use lower polygon for cylinder.
Hello! Well, so far, the larger number in my cylinders is 16 sides; then 12, 8 and 6. Thank you for your advice. Not very congruent I guess... :oops:

If the mountain does not go to Muhammad, Muhammad goes to the mountain. It's still an ongoing task; but closer than before:
Pedal_assembly_02_REF.jpg


Pedal_assembly_03.jpg


Pedal_assembly_06.jpg


Pedal_assembly_03bis.jpg


Pedal_assembly_04.jpg


Pedal_assembly_05.jpg


I hope you like it.
Sergio.
 
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Good morning lads

Another small update; I would say that the components of the cockpit and cabin are about 60% - 70% of their completion (including UVW mapping and texture design). Well, there you go:

407_VC_textures_01.jpg


The work to design these dreaded tables, took me a few hours...
407_VC_textures_03.jpg


407_VC_textures_04.jpg


I hope you like it.
Sergio.
 
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A little more detailed image describing the Airspeed limitations. Since I made a little mistake, I linearly interpolated all data in the -30 Cº row (in the real table, it doesn't exist...) :duck: :duck: :duck:

407_labels_01_T.jpg


:D :D :D
 
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Good day folks

Another update...
fire_ext_01.jpg


I haven't found a picture with the exact details in the nozzle section; so I'd keep trying or finish this attempt. :confused:
 
cool stuff, just careful with drawcall, don't let them eat the frame rate

Hello friend, would you mind to elaborate more on the drawcalls? A few weeks ago, I was researching in forums in this regard and I wasn't able to learn the finer details about it. So far, the entire model has an overall count of 16 textures (all 1024 x 1024 pixels). :oops: :oops: :oops:

Looking forward to know your thoughts concerning to this matter. :idea: :idea: :idea:
Thank you kindly.
Sergio.
:)
 
that good news, I use FS9 just few month before FSX came out. no nothing about it. thought it has similar behave
 
Hi lads

@Björn
Still wondering what are exactly? I know, I know... we talked about this a few weeks ago but I can't remember where!!! :mad: :mad: :mad:
Such a failure of mine, my memory is also the worst asset I have. :( :( :(

@kalong
On the bright side, this model hasn't reached 100k polygons yet! For the 429 the overall count was up to 220k polys! Perhaps I am working better in this heli.

Thanks my friends.
Sergio.
;)
 
That one, Sergio? ;)

Ahh!!! That's why I really can rely on you! You're the man!
Cheers brother.
:D :D :D

P.S. This is exactly what I was looking for:
"The rules of thumb for drawcall- and memory-efficient models remains: As much detail as necessary with as little vertices, animations, materials and texture size as possible."

So, this doesn't apply to FS9? o_O o_O o_O

And it was a quote from a certain friend of mine...:wizard::wizard::wizard:
 
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It's not that FS9 can't run out of memory, it's just that it'll do it much later than FSX. And it's driven by modern CPUs with 3 to 5 GHz now, so framerates shouldn't be an issue.
So in most cases, you don't have to worry about mimizing drawcalls and memory consumption.
In loght of a possible FSX conversion (with minimal workload), however...
 
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