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Author Topic: Hip & Hind Progress - 3d artist help needed  (Read 17880 times)

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BT~wasted

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Re: Hip & Hind Progress - 3d artist help needed
« Reply #24 on: November 12, 2018, 10:52:42 AM »

Hello everyone!

The work continues and I want to show you some of the new features such as Troops Deployment by AI.

Here is a simple video demonstrating that you will not need of any fancy operations in FMB to set up the troops deployment. Everything is made automatically when you have the right loadout selected and you attack waypoint has no target. But in any way you will need to set up your rout in a right way without sharp turns and enough space before the LZ.

Everything else you can see in the video:

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vudu_1

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Re: Hip & Hind Progress - 3d artist help needed
« Reply #25 on: November 12, 2018, 11:12:58 AM »

genius!!!!
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SAS~Bombsaway

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Re: Hip & Hind Progress - 3d artist help needed
« Reply #26 on: November 12, 2018, 11:20:56 AM »

Absolutely AMAZING!!!!! Great work! :)
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Fresco23

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Re: Hip & Hind Progress - 3d artist help needed
« Reply #27 on: November 12, 2018, 04:49:31 PM »

That is just awesome! Keep up the outstanding work!
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asheshouse

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Re: Hip & Hind Progress - 3d artist help needed
« Reply #28 on: November 13, 2018, 12:31:19 AM »

Very nice.
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DarkBlueBoy

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Re: Hip & Hind Progress - 3d artist help needed
« Reply #29 on: November 13, 2018, 12:51:56 AM »

That is fantastic Wasted! :)
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Koty

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Re: Hip & Hind Progress - 3d artist help needed
« Reply #30 on: November 13, 2018, 12:58:51 AM »

Hey Wasted, surprise surprise, I already got an Mi-8MT. What needs to be done however is the rework of the main body 3D (the front, also needed to edit the tail so that the anti-torque rotor does not "hang" in the air). Also some major tweaking of the java-side FM needed so that the helos have proper initial acceleration (or G load in turn), but lower climb rate for that acceleration than they have now.


Anyways, you did some amazing work there my friend.

I meanwhile attempted giving the rotor some inertia and overall model the rotor RPM better... failed... broke my code...
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BT~wasted

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Re: Hip & Hind Progress - 3d artist help needed
« Reply #31 on: November 13, 2018, 09:12:09 AM »

Hello there!

I am glad that you like the progress. As regarding the Mi-8MT 3d model I already have a person that kindly decided to help me out. I think that the result will be good!
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4S_Vega

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Re: Hip & Hind Progress - 3d artist help needed
« Reply #32 on: November 13, 2018, 09:30:56 AM »

This is simply an outstanding feature!

Great work!
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BT~wasted

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Re: Hip & Hind Progress - 3d artist help needed
« Reply #33 on: December 15, 2018, 01:42:16 AM »

Here is a little update on current AI features.

Now you have some nice way to capture initial points  ;D

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enry711

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Re: Hip & Hind Progress - 3d artist help needed
« Reply #34 on: December 15, 2018, 04:48:19 AM »

ABSOLUTELY AMAZING! I'm speechless :D

BT~wasted

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Re: Hip & Hind Progress UPDATE 18.02.2019
« Reply #35 on: February 18, 2019, 12:08:25 PM »

Hello everyone!

Just dropping a note that project is not dead. Even more it is progressing quite good.

Here is a few words regarding development process:

Flight Model:

New RPM code: Main and Tail rotors now have each it own RPM values calculated in a right way. Main rotor RPM is now highly dependent on your blade AOA setting and will decrease if you apply too much collective to a heavy loaded helicopter and you will get a loss of lift due to slow main rotor revolutions. So you need to be careful while operating your collective. Also you will loose or gain RPM depending on the overall horizontal position of your helicopter especially at high speeds (positive AOA = overreving, negative AoA = loss of RPM).

New ground effect: Lift is now calculated regarding your position to ground. So now you WILL need a plane-like takeoff for heavy loadouts, because you just won't be able to take off vertically. Proper mass calculations needed prior to starting a mission. Weight is now matters much.

New vortex ring effect: you can read about it more on the net. In a few words: do not try to descend vertically with descent rate over 3 m/s and no horizontal speed. This will make you loose your lift very fast and crash. You will feel this state by the rising vibrations.

New horizontal and vertical flow calculations: now it is matter how air goes around your helicopter. If you move with horizontal speed over 20 km/h you will start to get more lift. If you are slower you will get lift from ground effect. Transition between this two sates can be felt with vibrations. You will need to take this into account while taking off and landing.

Autorotation is now possible along with one engine flying. I will write more on this matter later.

Sound:

Now helicopter has a proper sound system where each engine has only its startup and turbine sound dependent on engine RPM and rotors have their own sound dependent on rotor RPM. Mi-24 already has its own sound.

Eyecandy:

New ground dust effect is modeled.

New proper flares and rockets.

New default skin for Mi-24V is in finale stage.

New aiming modes for unguided rockets and bombs in Mi-24 ASP-17 gunsight modeled.

New historical loadouts for Mi-24V

New Mi-24P model WIP.

Lots and lots more there but I am lazy to write everything.

Overall you will need to really LEARN how to fly a helicopter now. I think we will have some great results with better simulation then EECH, TOH or FSX. Not the DCS level of course, but quite interesting and challenging.

Still lots of work to be made.

Big thanks to Koty. He made this possible! 


Here is some screenshots:







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