Just a quick post to show the beginnings of the interior. The instrument panel uses a lot of standard instruments that I’ve modelled before but as I’ve got dimensioned drawings for them I’m remodelling them. I should still be able to reuse the gauge artwork which will speed things up a bit.
With a bit of time off over Christmas the external mapping is now more or less finished, give or take some minor animated parts that will go on a separate small texture. This has also let me check the different textures are aligned properly by applying the standard pattern camouflage. At the moment the textures are 2048×2048 but I’ll up this to 4096×4096 for the final product.
I’ve also modelled the four bladed prop, this appears to be more or less the same as was used on the later two-stage Merlin Spitfires. It was only used on the low-level Seafires with the cropped supercharger that gave combat power up to 2750′. The standard Merlin gave max boost up to 14000′ and was paired with the three bladed prop. Oddly although the Spitfire V came in normal and low-level versions as well it only seems to have ever had the three bladed prop.
With a single-speed single-stage supercharger as used in the early Merlins the cropped unit for the low-level version took less power from the engine . Hence although it was providing the same boost as the standard engine at 2750′ the engine was providing more power to the propeller, by a few hundred horsepower.
With Flying Stations website closing down imminently I’ve added the freeware downloads here. Still need to decide what to do with the payware stuff, however if you’ve already purchased something and need a reload get in touch and I can sort it out.
Before mapping the windscreen and canopy frame I thought I should probably finish making them. Then I thought I’d do something about the see through fuselage. Of course I still haven’t mapped the framing…
You can just make out the canopy jettison mechanism on the outside of the frame, which is a lot more Heath Robinson than I’d imagined. Basically you pull a cable which is routed to the outside of the canopy on either side. This pulls two bars forwards which are hooked onto pins that extend from the canopy runners through the framing. Once they’re unhooked the pilot used his elbows to push the front of the canopy wider and wind flow does the rest!
Just the canopy locking mechanism to do and then I might actually finish the external mapping…
Quick shot showing the fuselage mapping. Not intended to represent the final textures but it’s useful to throw some stuff on there to make sure the scaling will show the right level of detail.
More details added to the fuselage. Some of which, such as the fuselage datum plates, only show up if you zoom right in which makes me suspect I may have overdone it…
I’ve also started on the cockpit door mainly so I can start the mapping for the fuselage before I model the cockpit. The animation for that will have to be changed at some point as it also acted as a lock to stop the canopy sliding forwards in flight/landing.
Hopefully I’ll have finished modelling the fuselage by the end of the week and can get it mapped next weekend.
Having somehow written enough words for a dissertation I’ve managed to get back to the Seafire. Although to be fair you can squeeze quite a bit about Seafires into an essay on Escort Carriers…
Possibly not obvious in the screenshots but I’ve remodelled the nose forward of the engine fire wall as it wasn’t smoothing well in game. I’ve also added the various bulges for covering air compressors, Coffman starters, and bits I haven’t fully identified.
I’ve also added the carburetor intake, the Seafire II uses the same intake as the Spitfire Vc. The Seafire III uses the larger Spitfire Mk IX intake which does away with the need for a separate tropical filter. I’ll be modelling hat later along with the other Mk III differences.
Hopefully the updates will be a bit more frequent now I’ve got less distractions!