Request UMMU Compatible Helicopter?

I was thinking of a corporate paint job for Phantom Mfg.
That Bell sure is pretty.
 
Is that REALLY a question? :lol:

Airwolf_side.jpg

I was thinking the exact same thing, as soon as I saw the first post requesting it.

I was able to see a replica of her up close & get a few pics at the Tennessee Museum of Aviation last year (the original airframe was converted back to a regular helicopter, then sold and entered service as an air ambulance in Germany. Sadly, it was lost in a crash while flying in fog, killing all on board, according to a plaque in front of the replica, with the same being posted on Wikipedia).

Unfortunately you couldn't get too close to the replica, so I don't have any pics of the cockpit :( , which probably was just a standard cockpit anyway rather than a replica of the show version.
 
I have looked at the airwolf. She has a added cone part and pods on the side. I have painted my like it but no side extra pods. The reason was no side doors are there so you couldn't load any Ummus except thru the front doors.

Here is some info about it:
http://projects.airwolf.tv/


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
couple of questions.

collective control from what I can see it on the left of the pilot so I guess it is the control with the handle on it.
http://projects.airwolf.tv/ssmockup/061306a.html#topnav
http://projects.airwolf.tv/ssmockup/061206.html
http://projects.airwolf.tv/ssmockup/061206.html#topnav

You can see detail of the handle and controls here:
http://www.ddywing.com/Bell222/images/InstrPanel1.JPG

This is what I have so far:
bell222cockpit1.jpg

bell222e.jpg
 
Last edited:
Why does it matter. If you open the airlock then have the animation open the door. It is easier to select airlock and D opens airlock and selected animated door. I guess you can only have one airlock open.. So you can't have more than 1 door open. On the Nh90 the ramp is a separate command than a airlock

Well, my thinking on this is, if the state of the animation sequence controls the airlock's open state, theoretically they could all be open (still don't know if this is possible), but only one would be marked as the active 'airlock' for 'EVAs'. Also, if the airlock isn't set to open until the door-open sequence is complete, then you can't have a UMMU entering and leaving while the door is still opening or while it is only partially open.

And, let's not forget the most important reason...because dansteph said so:
Yep, that's the thing to do.

Dan

:lol: j/k

It's just a suggestion, it's your addon, make it the way you want to. :thumbup:

Airwolf is looking good. Can't wait to fly her.
 
Thanks. Ok ran into a timing issue. I need a new transparent textures.

Timing issues you can see the blades and center piece they start out in time with the blades texture. But has it rotates it get misaligned. the blades and transparent disc are rotated at the same rate.

BELL222F.jpg

BELL222G.jpg


BELL222H.jpg


cockpit:
BELL222G2.jpg
 

Attachments

  • BELLROTOR1A.jpg
    BELLROTOR1A.jpg
    8.8 KB · Views: 3
  • BELLROTOR2A.jpg
    BELLROTOR2A.jpg
    9.3 KB · Views: 2
Thanks. Ok ran into a timing issue. I need a new transparent textures.

Timing issues you can see the blades and center piece they start out in time with the blades texture. But has it rotates it get misaligned. the blades and transparent disc are rotated at the same rate.

What is angular offset of this missaligment?? if it's only 90 degrees you can just rotate texture by 90 degrees clockwise and your problem is solved :D

Also I'd suggest making textures in proper size (eg. 512x512px instead of 500x500px). DXTBmp will upscale it but then you have some interpolation that looks bad.
 
Last edited:
Solved the timing issue. It was the difference in the blades and the disc. The blades turn slowly until then reach a certain rate but the disc was constant. Now you need to work on the new 512x512 textures and cockpit. I have 1 MFD in the center consule. Also I want one on the front screen also.

I guess I will put 2 collective controls. Although all I have ever seen is just 1 on the left side of the left seat. Seen sticks and pedals for both though.
 

Attachments

  • bellrotor2b3.jpg
    bellrotor2b3.jpg
    9.4 KB · Views: 3
  • bellrotor1c.jpg
    bellrotor1c.jpg
    8.8 KB · Views: 3
Last edited:
I'm working on instrument textures and the main console is compressed vertically on the mesh itself. It needs to be extended vertically by about 30-40%. The texture is OK, and will look correct if the mesh is changed.

Here's what it looks like with the highres textures ;-) I know there will be a MFD there, I'll make room for it latter.
(I got interested and started on this before finishing other projects.... but as always, no promises about when it will be done :) )

121008232646bell222.jpg

121008232636bell222.jpg
 
It could be better, but with real life and other projects time is always limited.:)

If someone wants to improve on what I got, be my guest. The center console between seats in not that great....

If we had a general aviation gauges MFDs dashboards like these would look better.
Someone needs to do a "classic altimeter", "classic speedometer", etc, MFDs...
 
It could be better, but with real life and other projects time is always limited.:)

If someone wants to improve on what I got, be my guest. The center console between seats in not that great....

If we had a general aviation gauges MFDs dashboards like these would look better.
Someone needs to do a "classic altimeter", "classic speedometer", etc, MFDs...

I still think we should have a component library on O-H, that has the meshes for cockpits to use. It isn't that hard to realize, though most 3D tools used in Orbiter are not comparable to professional CAD tools in that sense.

I always have the feeling, I should be making my own Mesh Editor, when I use Anim8or or Blender.
 
Great idea, that would work in theory, but too complicated to work out 3D IMHO.
A full 3D VC is nice, but texture detail is simpler for now. On this case Gattis sent me a ZIP with the compiled files, I edited the DDS, checked the results and it got done. We are few people, so time is really important.


My insistence on the MFD approach is that you could simply define a large VC area as a mesh group.
Imagine that on this image we define the 6 central gauges as a single MDF:
Spitfire%202D%20Cockpit.jpg


One benefit would be future proofing. The mesh / addon would be usable with future "gauge MDF". I'm not asking for textured instruments, for a first version some vector graphics will do.

Of course, some sort of panel.dll that you could configure, loading the right instrument at the right place would even be better. I can provide meshes or textures for it. Actually have some already...
I have nothing more advanced programmatic solutions, I simply think that they are too complicated for something that is an hobbie. Example: I have made the instruments for the LOK in 3d. They are still unused. People have limited time and interest span. So a KISS approach is better IMHO.
 
Last edited:
Problem: in the VC, the MFDs are rendered at 256x256 pixels. We needed a pretty complex cheat to overcome this in SSU.

Animating individual pointers is much simpler and more effective, performance-wise.
 
OK, meditated on this and actually a mix of both proposals would work.
A simple mesh, very low poly but textured (like we have here), that could be part of the model by default is the starting point. We already have this for many spacecraft, so no sense to disregard it :).

On top of it, a detailed 3d mesh with only the pointers, labels and instruments detailed in 3D. Only for the stuff that will actually be updated. For proof testing perhaps only the pointers should be modeled.

A custom .dll would then read the default Orbiter parameters and animate the pointers, so that it could be used with any spacecraft.
I guess it might work, as long as the 3D meshes have the right placement and coordinate systems, are split into the correct groups, etc, etc.

But by cleaver texturing of the textured panels part + animated 3D gauges it can be done.
I can put an alpha channel into the instrument texture, so that a pointer, placed behind it, will be visible....

Just an idea!
 
Any issues with the NH90 and Bell222. If not I will put them on the hangar. I think with the cage you can pick up Ummus and transfer them into the copter.
 
I could give them a spin this evening again, if this helps you. But I think a Release Candidate testing is now already possible.
 
While a new code is in the works for the NH60. I can put the Chinook on the hangar. It has the same flight dynamics so the hover issue will still be there. Maybe the Bell 206 also
 
Here is a Airwolf version.

airwolf2.jpg


Working on the EDCC section. The pod tips will extend and expose the guns.

I will add a forward thrust/turbo.
 
Love it & can't wait. If you want custom flame texture for "turbo" poke me via PM
 
Back
Top