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To FSDS modelers

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us-kentucky
Hello everyone,
I want to run by you this idea in a stepwise manner to see if it makes sense, and get your reactions.

I have been practicing the use of Boolean cuts in FSDS 3.5 to make cockpit windows. I have discovered that it works well if the tool is a box or a convex tube with very few kinks in the cross section. This technique is good for side windows in the cockpit and cabin, but works less well for front windows of the aircraft.

Nevertheless, I want to learn polygonal manipulation to make some cockpit windows that is hard to do with Boolean operation. I have come up with the following strategy; please advise me on this:

Step 1) Make sure there are many cross sections that envelope the cockpit windows and make natural window framing. Make sure there are a large number of points per cross section in the tube that is being used to make a fuselage.

Step 2) Using side view and top view create new points ( if necessary) to ensure you enter sufficient number of points that frame the entire window. This can be done by picking 2 points (one on the fuselage and one on the “window glass”) and doing Part + Add Point.

Step 3) Make a multitude of triangles to fill the window and save them, collectively, as a separate part (call it Window glass).

Step 4) Delete the original polygons that made the Window glass. If portions of the fuselage are also deleted, use filler triangles to fix this problem.

Step 5) Go to the window glass part from Step 3 and make it have a transparent texture and join this part with the rest of the fuselage.

What are your thoughts? IS there an easier way to accomplish this? I am trying to make some Russian planes, that tend to have glazed noses and a multitude of cockpit windows.
Thank you for all responses,
Sid
 
You have just described the manner in which 95% of the Luddites do it....

Unfortunately, the boolean in FSDS is not, to say the least, the best for this.

If "forced" to do booleans, another little trick I do is to make a copy of the part (say the fuselage) and delete the sections *other than the sections of interest* (SO if I want to work on a glazed nose, for example, I'll delete everything back from the nose area.

On this shortened part, once I'm satisfied I have the nose shape set, I will do a "check parts" on this part only, to retriangulate the "non-planar polygons".

Once I Set my boolean tool parts for each of the nose glazing windows, I"ll join all of them into one "tool" (The care here is not to have any of the tool points coincident on the part's own points/poly sides....

Now you know why I avoid glazed noses....

(Then again, I'm not beyond porting the part into gmax, doing a boolean/shape merge there and porting it back.
 
Thank you Felix

Thank you. You mentioned bringing the FSDS cockpit into GAMX and then making the windows and glazed noses there. This must mean only one thing: it is easier to make cockpit windows and glazed noses in GMAX.

Can you please outline how you import a FSDS cockpit section into GMAX, why you use GMAX for cockpit, and how you bring the cockpit part back into FSDS? I am a total novice in GMAX.
Thank you,
Sid
 
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