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Old 11-20-20, 06:02 AM   #15
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by kapuhy View Post
Wow Hats off to you, it's a lot of work but when complete, it will be a goldmine of info for any modder or developer working on WW2 naval warfare themed games.
Yes, mostly a compendium of data gathered from different sources and displayed on a chronogram. Hopefully my work will ease the usage of that data in SH5 or in any other WWII-themed simulation. I had planned it long ago, but your work on new aircraft gave me the incentive I needed to continue this project

Quote:
Originally Posted by kapuhy View Post
I considered doing something just like this (though on a smaller scale) after I finish importing missing planes, so I'd be happy to help - but atm I have my hands full with trying to get those planes into game.
I agree on your choice of focusing on the 3D modelling / texturing work. Unfortunately it is easier for me proceeding with my own data-collection work squadron by squadron, so until I finish with it I won't be able telling all the locations (and timeframes) that your freshly created aircraft should be used on.

What I can do right away, is listing some of the planes relevant to SH5 but still missing from it that where most commonly used in the maritime patrol / reconnaissance / anti-shipping / convoy protection roles. Whenever you will be ready for working on a new set of aircraft, just get in touch if you feel that you need ideas on which models you should start from.

One last note: as you might have noticed, the sources I have available are detailed to the level of aircraft variants. In most cases, those variants differed externally from each other just for a few details (gun outfit, turrets, control surfaces' shape, cowling/nose shape, air intakes, exausts, etc). If it is not too much work for you, my advise is to keep your models as simple/generic as possible by keeping the "variable" parts - especially guns - separated from the main models. That would enable us to easily customize the new aicraft (even at a later stage) by adding/switching parts via eqp. files.

Quote:
Originally Posted by kapuhy View Post
I did however some research already and if you'd like, I can send it to you or post a summary here - maybe it will be of use.
Yes sure, share it here please!
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