• 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.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • 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.

my DC-8 Project

Would you like me too...


  • Total voters
    21
Update!
Keep tuned, the video just demonstrates the nose wheel steering and the overall DC8 model in general if anyone is interested in watching it.
Video link >>> Coming soon...

Yep, very much interested!
Not a big DC8 fan, but i am a fan of nice aircraft models and this one looks more than nice ! :D
Keep up the good work, i know how hard it is...

grt
Willem
 
I have filmed the video now, all I need to do is add the audio part. It's kind of long, close to 10 minutes.
 
Update!

Made a couple of modifications and improvements...

qxs4tl.png


The elevator fairings are the small notches you see on the elevators in the picture, previously they were each 126 polygons for a total of 504 polys. I reduced the poly count to only 38 on each part, saving a total of 352 polys which can be used some where else.

I'm in a cosmetic fix stage, where I am verifying all of my work done, correcting any problems I may have missed and re-modeling parts where needed.

I have not rendered that promised video, as it is still missing the audio, today Saturday, I should hope to complete it. It was filmed entirely using FS Recorder, no FRAPS, trust me, you will see the difference in smoothness because FS Recorder forces the sim to run at any FPS you set it, I filmed all the shots at 30 fps nice and smooth.

Well, later guys, it is kind of late and I am tired, so I am heading to bed.

:santahat: Happy Holidays.
 
Nice, how do you get so many subscribers in such a small amount of time!? I've been on youtube for almost 4 years and I have the same amount of subs as you! :eek:
 
Nice, how do you get so many subscribers in such a small amount of time!? I've been on youtube for almost 4 years and I have the same amount of subs as you! :eek:

The 206 subscribers were the result of the racing videos; look for A380 Vs. 747, A380 Vs. 747 | The Rematch At NASA, A380 licks a 747ns Ass? Then stuff at school started picking up (Universal Technical Institute) and I had to stop investing time in videos but now I am out of school and well, I can't make racing videos because I am busy with this project for the moment but that doesn't mean I don't have time to deviate once in a while. :-]
 
Ah, I suspected that you were a deviant somehow, I just wasn't sure about what. Now we know: racing versus modeling... :)

The rudder trim should be animated by trimtab_rudder_key, not the rudder, and like the elevator trim, is the opposite direction from the main control surface.
 
Ah, I suspected that you were a deviant somehow, I just wasn't sure about what. Now we know: racing versus modeling... :)

The rudder trim should be animated by trimtab_rudder_key, not the rudder, and like the elevator trim, is the opposite direction from the main control surface.

trimtab_rudder_key is what I am using, just that I animated it in the wrong direction. I'm not sure if the deviant thing is good or bad? I prefer modelling :-] That elevator trim tabs is one of my planned additions today, update on that some time today.
 

  • Currently doing major work on the elevators. Implementing the trim tabs and fixing up the mesh, all looking good so far, sorry no pics.
 
Update!

After a few hours, I am done with major remodeling of the elevators. I fixed up the mesh, implemented the trim-tabs, rounded the pivot point on all edges to make it more realistic & finally, I also added the swivel guides, just like on the tail fin that connects to the rudder.

28syd8k.png
10mpzcn.png


I had to load the three-views again but this time I used the gmax top view port to make the needed cuts, so I ended up mirroring a large part in another location. I had to make cubes and attach the mirrored parts to them after the job was done, an export test followed after that.

1t7omp.png


The results where good! :D

Next, I have to link the parts together and set the pivot orientation for proper animation in Flight Simulator. Then I also have to key-in the animation for the trim-tabs.

Thanks for reading and thanks for your time guys. Remember to vote! Only 4 days left now!

Later.
 
Last edited:
But all know that a virtual cockpit will take a lot of time, I think that should be better to release the model, and then make the cockpit, but to say the truth I never have seen a model in this condition with his virtual cockpit finished ever :p
 
Update!

Good, good! Keep the votes coming, remember only 4 days left. It's going to be a vote war fest!!

I just got done with a lot of tedious work! left and right landing gear wheel wells, nostrils inlets, oriented all of the pivots for the elevator control surfaces, implemented some XML for rudder trim [simmer's rarely use this but its there anyway for you to enjoy]

331eyhi.png


What's an update with out a nice picture? Here is the DC8 currently with an exaggerated 8 degree trim pitch for take off, compare with photographs, you'll see the real DC8 behaves this way as well, note the trimtab at the back is also pitched 8 degrees as well in this configuration, the other trimtab pivots on the opposite direction...this is how it seems to work on the DC8 based on photographs and watched videos.

It also seems to be standard procedure to configure the aircraft for a greatly exagerated pitch for take off, I don't know why really, I do know all aircraft require a certain pitch for take off but the DC8 take off trim seems rather exaggerated, those guys really want to get that nose up!

Up next is to correct a smoothing issue around were the leading edge of the wing connects to the fuselage. I know a texture would hide this barely visible smoothing error but its bugging me and I know if I fix it, it will look even better when it does get textured.

Currently the wing-root is merged with the fuselage, something I didn't wanted to do but makes the model look better, this was suggested by HJG members, so that the blending of the leading edge to the fuselage seems smooth and natural and it works quite well but since I never intended it for to be this way, I have to adjust the mesh around that area and probably add a few more polys here and there, if things don't work out, I may have to remodel the entire area around that location, I still have my spline cages for that area saved so it should go fairly quick.

Modifications and improvements will continue. When I believe everything is satisfactory, I may begin development of the flaps or the external view cockpit, undecided for now.

24cdzdt.png


Latest export after correction of the smoothing error on the wing root area. *last minute update*

Later guys, it's time to start the work week again. I guess I'll see you guys on Thursday and Friday which I have off from work.

Get that turkey ready! Gobble! gobble!

Later folks! Till next Thursday. :wave:
 
Last edited:
Hi,
looking extremely good!!
Nice video also!

Maybe you already know all the following, in that case just disregard.;)

Just a note about trim tabs. On the aircraft i know and have worked on, the trim tab has an adjustable deflection relative to the main control surface. This deflection is set by the pilot using the trim controls and stays the same relative to the main surface, regardless of the deflection of the main surface.
The tab is there so the pilot does not have to steer in a particular direction constantly, but rather he can dial in a trim deflection which aerodynamically pushes the control surface in the correct direction.

On your vid it seems that the tab's deflection increases as the deflection of the main surface increases. For a pure trimtab this is normally not the case.

There are also so called balance tabs which have a changing deflection relative to the main surface. These tabs help the pilot moving the controls by aerodynamically assisting movement of the main surface. Typically they have an increasing deflection as the main surface deflection also increases (but in the opposite direction). The more deflection of the main surface the more aerodynamic assistance is generated by the increasing deflection of the tab.

Don't know what kind of tabs the DC8 has, so that configuration may well be different from my experience.

Some interesting links:
http://ma3naido.blogspot.com/2007/09/secondary-flight-controls-balance-tabs.html
http://ma3naido.blogspot.com/2009/12/aircraft-trim-tabs.html

grt
Willem
 
Hi,
looking extremely good!!
Nice video also!

Maybe you already know all the following, in that case just disregard.;)

Just a note about trim tabs. On the aircraft i know and have worked on, the trim tab has an adjustable deflection relative to the main control surface. This deflection is set by the pilot using the trim controls and stays the same relative to the main surface, regardless of the deflection of the main surface.
The tab is there so the pilot does not have to steer in a particular direction constantly, but rather he can dial in a trim deflection which aerodynamically pushes the control surface in the correct direction.

On your vid it seems that the tab's deflection increases as the deflection of the main surface increases. For a pure trimtab this is normally not the case.

There are also so called balance tabs which have a changing deflection relative to the main surface. These tabs help the pilot moving the controls by aerodynamically assisting movement of the main surface. Typically they have an increasing deflection as the main surface deflection also increases (but in the opposite direction). The more deflection of the main surface the more aerodynamic assistance is generated by the increasing deflection of the tab.

Don't know what kind of tabs the DC8 has, so that configuration may well be different from my experience.

Some interesting links:
http://ma3naido.blogspot.com/2007/09/secondary-flight-controls-balance-tabs.html
http://ma3naido.blogspot.com/2009/12/aircraft-trim-tabs.html

grt
Willem

Thanks, you are correct. I made this fix immediately and the rudder trim tab no longer behaves this way. As a matter of fact, I wrote some xml code that moves the entire rudder assembly based on selected trim, it calculates a percentage from 0 knots to 100 knots and based on trim selected it animates the rudder to a position as aircraft speed builds up ... I'm not sure if this was necessary but I thought it would be cool, more on this when I return from work, I have to go now or i'll be late.
 
I currently do not have the ability to disable the poll when that time comes, so it will remain open indefinitely it seems. Just note that on 11/23/2011 @ 11:59 PM just before AM OR in approx. 15 hours from the time of this post, I will not take into account any more votes...any votes beyond this date will not be factored in.

If we do go the VC way, once the external model is finished + textured and all bugs sorted out, I would jump straight into VC development.

Off to bed now, zzz..
 
Update!

Over the last few days, I have continued work on the DC8 but mostly I did a lot vertex baking; making sure that vertices connect together precisely so that there are no visual errors and I found LOTS but all fixed now.

I also started on some landing gear modifications/improvements this will require that I re-animate, these improvements or modifications where necessary as the landing gears were composed of too many small parts...what I did was basically combine those small parts into larger assemblies and fixed the mesh.

2ivir6u.png


Everything that is orange is what was modified or improved, etc.

I rushed quickly with the landing gears but now I should complete the assembly to my liking. The door next to the main shaft needs correct placement, struts, I may throw on some more minor detail around the area and that will be it, re-animate and move to the next area.

This is an early start for this week.

Later, heading out to eat.

!!!ATTENTION!!! !!!ATTENTION!!! !!!ATTENTION!!!

The VOTEs are now officially over, DO NOT vote any longer. Based on vote decision [option 1 ::32 votes & option #2 ::39 votes], option #2 voters have won! The models will not be released in sequence and VC development will start once the external model is complete and textured, thank you all for participating! Remember I said this would take a long time but everyone has made their decision.

*** The decision was made now because I work today and will not be back till tomorrow, happy thanksgiving everyone. I will be putting a turkey on top of the DC8 as a way to celebrate to stay tuned for future updates, you may see a turkey on the DC8, lol ***
 
Last edited:
Thankfully the DC-8 model doesn't gobble ... but wouldn't it be nicer to sort the stretched bits on the wheel textures too?
 
Thankfully the DC-8 model doesn't gobble ... but wouldn't it be nicer to sort the stretched bits on the wheel textures too?

When I textured the wheels, I only did a front back and rear texture mapping but since I plan to to reduce the polycount on the tires I will get this done :-] Currently each tire is 434 polygons and there are 16 tires in total, that includes still and blurred sets for a wopping 6,944 polygons!!!

I plan to reduce the polygon footprint on the tires when I get back from work.

The entire model in its present state is only 25,000 polygons not to mention the external model is nearly complete, I expect it to finish off at around 38,000 possible and that's nothing unless we were talking about 65,000+ which, some people do and still get good frame rates but you know what they say...you can't make a good looking plane with a few polygons.
 
Update!

fwk4sy.png


I reduced the poly count on the landing gear tire from 434 to 299. There are 16 sets for the main landing gears. With original tires, the total poly count was 6,944 for all combined, with the modification, it is now 4,784. I saved 2,160 polys which would be used some where else :-]

I will be texturing this in a moment and will return with another update on the result, with no stretched bits either.

Later.
 
Back
Top