Ok, since I couldn't do anything more for the KA-50 project with my very limited coding capabilities (if there are even some exist ), I will start to make a new cockpit for the MI-28, including a gunner seat.
I will also try to adapt the external model to the new MI-28N version, same goes for the cockpit for sure.
But please do not expect to get this done as quickly as I did the KA-50 back those days. There are a lot of other things I've still to manage and my 3D modeling skills are gone a bit rusty in the meanwhile . I just seen, that I really have to relearn alot, cause I learned all this two years ago especially for EECH and just within a few months.
Any help is very welcome !
Later this year I hope I will be able to work more intense at EECH, but there is also still my hompit project which finally should be finished somewhere next year, after nearly 25 years of dreaming from it.
P.S: If anyone else needs help with something I'm able to help; I will also do my best. What I'm able to do is texture work and I hope soon again 3D modeling (with exeption of animations, which I never had the time to learn)
I WILL ALLWAYS POST MY CURRENT STATE OF THE MI-28N PROJECT HERE IN THIS FIRST POST:
2019.06.22 - RESTART with a new version of the cockpit. This time with more low-poly models, to have descent framerates. 2019.06.22 - MFD finished (110 polygons) 2019.06.23 - the left button-box/warning-console 3D model finished (280 polygons / not optimized yet, still room for lower polys) 2019.06.23 - short test of all models together with the front panel. Not finished yet, just a test to look how things fit
No screens?! rolleyes biggrin. Good luck Viper,even without lightwave your ka50 cockpit is very good.
One screen I already posted in the other thread, but its only the simple cockpit hull in an very early state I think I already had another more advanced version, but I have to find it again.
So, I have done some work at the frontpanel shape, but it's not worth showing it at the current state.
I also made the russian MFD. I think it's the same the KA-52 and even the MI-35 uses, so maybe we could use it for all further helos. Some details and the display are still missing. Also no textures at the moment of course. I will do this tomorow.
P.S: I made this with TinkerCad. It's so easy, really everyone can do things like buildings or hangars or what else. Just try it and practice a bit. This way we could have some more guys working with 3D. After creating the thing, you have to export it as an OBJ and then you could import it to Blender, Lightwave, 3Dmax or what ever you prefer and add textures to it. I think it's the fastest way to make small things like switches, buttons, MFD's etc. For complexer things like the cockpit or the helicopter fuselage itself it isn't really useable. You can only make simpler shapes with it, but this get's really quick.
Wooow you are fast eek great details.that you are rusty it was a joke I understand?
No, no, I'm really rusty, but Messyhead helped so much with the instructions he had posted. I'm only good in Tinkercad, cause I used it a lot the last months to modify my 3D printer and upgrade it to dual z-axis support.
@Messyhead
I'm working on the gauges at the moment. Should I make needles for them also? I didn't remember how it works in 1.16. Were the needles 3D objects? I think so, cause this was the problem with the original MI-28, that it used some kind of DirectDraw.
Here is the result of importing the MFD. Not really nice at the moment, cause of the missing textures and display, but the import works without any problem. The first picture is a gauge in an very early state
Hey, they look good. I might try that program too. I built my blackhawk mfds in LW and had to use the boolean tools a lot, and it messes up the geometry sometimes.
The needles are now objects, so you don't need them on the gauge.
The needles are now objects, so you don't need them on the gauge
Oh, that's good. No need to make 3D needles, this saves a lot of time
Yes this program is very handy for creating easy shapes. I think it's a lot faster to do for the whole details, like switches, dials, rotaries, MFD's etc. You start with a simple object like a cube or a cylinder and then you can adjust it, but in another way you would do it with an 3D modeller.
You directly indicate the dimensions to the object. Holes and notches are done with simply adding another object to the previous one and subtract it (you can switch every object to a negative). After that you can merge them together to a single part.
There is a bunch of primed objects available, which you could also adjust for your needs. You always start with "simple shapes" but there are also more advaced shapes made by other users, or you can do one by yourself if you like. You have to get used with it at the beginning, cause it works other than normal CAD programs, but after some practice it's really handy.
No need to download it, it's not possible. Simply create an account and then you are ready. All works directly in the browser.
After you are done with your project you can save it online in your account. I made mine only accessible for my own.
You can, of course, also download all objects you made to your computer as a backup if you like. But if you import them again in TinkerCad, the steps you made to create the object are lost. This means you only have the final result and can not go back the whole steps you did to create it. You can, of course, work further on it.
You can also import any OBJ file and adjust it the way I descripted it before.
At the beginning it looks very simple and you have the estimation that you could never make something more complex with it, but as said I made the whole upgrade parts for my 3D printer with it. But there is no option to texture your objects with it, cause it's mainly meant to make printable parts. For this you have to use another program.
Here is something I also made with it, so you can see what's possible to do with it:
P.S: I also took some things from thingiverse an adjusted them for my needs . So if you have a good free 3D part (without any copyright etc.) to start with, you can fully adjust it for your needs.
How about making a seperate account for the building of 3D parts for EECH in TC?
We could work together an share the results, so anyone who is working on EECH could have the models.
Don't know if this is professional use, cause we are a community and the simulation is free for everyone. Maybe someone with an better English should read the terms of condition to use TinkerCad.
Sadly not much. The only I knew for a long time was Blender. As I started with 3D printing I searched for an alternative and came along this site, which shows and discribes free 3D modeling software.
[quote]...Holes and notches are done with simply adding another object to the previous one and subtract it (you can switch every object to a negative). After that you can merge them together to a single part.
There is a bunch of primed objects available, which you could also adjust for your needs. You always start with "simple shapes" but there are also more advaced shapes made by other users, or you can do one by yourself if you like. You have to get used with it at the beginning, cause it works other than normal CAD programs, but after some practice it's really handy.
This is similar in LW too, using the boolean tools. They're maybe trickier to get used to though.
Must take a look at this. There are so many options and its a bit overloaded if you are a beginner, but this is also in Blender. This was always the reason I never used any CAD software before I started to make the KA-50 cockpit.
And also my English isn't as good as you need it for detailed complex technical informations. It's sometimes real stressfull to do a research of all those terms used in technical english. I'm not the guy who is very patient
I made the first gauges now. The first is frame for "universal" use, you could simply adjust the size and use it for instruments without any adjustment knobs or similar. This one is very ordinary. The second is the attitude indicator and the third is the heading indicator like the look in the MI-28N.
Only 3D at the moment. I will make all the instruments and buttons etc. first and then start to texture them.
P.S: One question, must the surface which is used to display e.g. the ball of the attitude indicator a plane surface with only plane polygones or could this also be a curved surface like it is in reality? Didn't remember this, respectively I only worked with the MFD back those days.
The different colors are also only used for a better understanding how things will look like. They play no role after import, cause they are covered by the texture or the animation.
No, sadly not really . I have some free time at the moment and waiting for the delivery of some parts I strongly need to finish our new living room.
Because I can't do anything at the moment without this parts, I'm using the time I have for EECH. But if those parts are here, I must finish the work at the flat first.
Sometimes I will have a little time in the evening, that I will use to work at the MI-28 further.
Its not hard. You just need learn russian letters. if you know letters you can read and translate everything with gooogle translator.
From the little bit of Japanese I've learned, it's the same. You just learn the letters of the alphabet, and their sounds, and you can make words. The kanji is more difficult, as those symbols have meanings.
Hmmm Viper as I see the new cockpit screen, I do not know , or you are a #%&*$# robocop,is this program so simple or if I do not know what.the amount of detail and the speed with which you do it makes me a little bit dissatisfied because I thought I can do something in Lw
Hmmm Viper as I see the new cockpit screen, I do not know , or you are a #%&*$# robocop,is this program so simple or if I do not know what.the amount of detail and the speed with which you do it makes me a little bit dissatisfied because I thought I can do something in Lw dizzy
Banita beliefe me this program is that f...... simple!!! Really!
But there is another big problem I've just seen You have to scale the parts you made with it extremly down to use them with EECH, cause it was meant for creating parts for 3D printing. I hope this will be an easy thing to fix.
It's just like playing with Lego, as far as I remeber there is also an option in the menu to use Lego-like bricks to built something, but I never used this.
Now I will look for a way to easily scale down the parts I made to integrate them exactly into the cockpits of EECH. This couldn't be a such an impossible thing I hope, cause I really want to use the program further. The results are so much better and it's so much easier and you are a way faster to creat good looking parts.
Importing it to LW or any other 3D software is no problem, only the scale is one.
And ? What the problem? if you have lightwave just open all new cockpit,resize down and copy. Open eech lwo old cockpit ad use paste tool. You have option paste here(in this place) i don use trasnslator at this moment,but i think you understand ;)if you not have Lw just send me files,i resize this.
To resize them isn't the only problem, but for the panel for example you have to use the original cockpit as a template to make your instruments fitting and here comes the problem with the scale in.
If you adjust the things later in LW or something else, they get disorted. Rotaries or gauges at the parts you made for example aren't round in shape again and so on. Or you maintain the aspect ratio but the parts then do not fit exactly and you have a lot of space arround them, to even place them in the panel at all. You can for sure adjust all the other things too, but that's really a lot of work and sometimes you are also limited with the shape, not risking that the whole pit at the end get's totally disorted.
I always use the external model of a helicoter from EECH for building the canopy arround the virtual cockpit. This limits you in the cockpit layout and after all the dimension should be right too. Ok I have no possibilities to do professional things, where every part is an exact replica of the original, but I want to be as exact as I could do it.
P.S: No problem with the English. I also have to look a lot in an english dictionary. Google translator is not really good in translating things from German to English and the other way around.
Not only the image. The things that must be in the right dimensions is the problem, too. If you eg. resize a gauges 3D model to fit, and you only adjust it's width, you will end up with a nice easter egg
But never the less, take a look at Tinkercad. If there is a way to fix this scale problem, it could be an easy way to built good looking things without beeing a CAD engineer.
Compared to the things I've done before in 3D, my new instruments look much more better now and that's not my skills
I also searched for something similar you could download and not have to be online to use it, but sadly haven't found anything comparable yet.
I did not read any tutorial nor did I ever watched a video about it. I'm one of those guys which never read any manual before starting to experiment, even if I put together a rack from IKEA
No just experiment with it, there aren't so much options to use. Compared with any other 3D modeller it's pure simple. You have to combine some things to get more advanced parts, just like you would do it with Lego-Bricks.
P.S: You could use any of the parts as a negative too, to make a hole with the shape of it. Sometimes it is really useful not to merge the parts together before you are finished, because you can adjust things much more easier if the part you built is always a lot seperate parts. The possibility to hide things you want to see at the moment is also very useful and you can merge two things for example without merging the third part to it. Just make the third part invisible.
There are more advanced parts in the right menu too, which were made by other users.
You could of course copy things and paste them to another location (a single part or all parts you selected), or mirror them or align things to each other. The menu for it is at the top.
If you have an object you only want a part of it, just cut it off with the use of a block that is negative. Some things are a bit circuitous, for example to split a part you have imported in two seperate parts you need. This can be also done, but you must copy the part you need parts from ( what a spelling ) and cut off the half of it from every copy you made.
ALWAYS KEEP IN MIND that things you exported as an OBJ will be one single part. This means if you import them again to TK you couldn't go back the steps you used to make it. That's the drawback with making external backups.
You can of course use one desk or project to make more parts and then select each part for export, but the thing you selected (even if it persist of seperate objects) will be one part after the export.
ok, more or less I understand everything, only one I do not know, How did you do these barriers? ie they must be perfectly equal, how accurately you measured out and separated it all?
At the bottom right you can adjust the the steps the part goes if you move it (from no step to 0.1mm up to 5mm - bricks is new, I haven't used it till now).
You could also do this with the height. If I have to make small adjustments for e.g. make an exact cut to get a plane part at the end, I always get down in those steps and use the keyboard input instead of the mouse.
You could move the part with the cursor keys and move it up (height) with the use of ctrl + cursors.
If you use a negative part an you want to align it to a positive to cut some of it off, you can see at the hachures (if you look through the negative) what exactly you will cut off and if it fits exactly with the point (line/face) you want to meet. If you do not exactly meet the point, it could be possible that a nutch or a line will appear in the object after cutting.
For simpler things the allign-tool at the top menu is really useful, but for such things like the rounded shape i made at the top of the Havoc panel, you must go the tricky way. I have used the part called "Teilwinkelrohr" in the german version of tinkercad for this and made it negative. Maybe its called something like "angle pipe".
The align tool is really only useful if you want align things interleaved. I really did have tons of suggestions for improvements to TinkerCad. Most would only be small little things that could make this handy tool a real easy to use 3D software, everyone could make even more complex things. But at the moment we must deal with some shortcomings. Ok it was never meant to make such complex things
Ah, something that is also very useful, is to use the normal view instead of the perspective one. You can change this at the bottom of the left menu. Makes measuring a lot simpler to do!
Its awesome is named program for kids.And you do with this great professional cockpit .
I came across it as I searched for a fast way to make some 3D printable parts. Someone in a forum told that he often uses TinkerCad for this purpose.
The last months I did many things with it, exclusively for 3D printing, but as I started again at EECH it came to my mind that this could be a nice tool for things like buttons, switches and so on. Never thought about making a whole cockpit with it, but I'm someone who is always experimenting with things. I often made things noone ever thought it could be possible. My friends could tell you a lot of stories about this
hmmmm Viper..... Your mfd looks fantastic but i think 35000 polys is little bit to much for ONE mfd whole apache cockpit is ~10000 polys, mi 24 is about ~13k?I think that's why the program is for a 3d printer. Because polygons do not matter. But such polygons kill every game
I will take a look if there is an easy way to reduce the polygones. Most of them aren't really needed, especially at the plane surfaces.
I had a good software for this to do, two years ago, but I don't remember it. It highly reduced the polygones without much disortion and loosing to much details.
There is no limit i think,just this kill fps.in mi 28 is 4 mfd,just paste 4 mfd to ka50 cockpit and watch fps.ka 50cockpit is only 3500 polys. One mfd 35000..
From my tests increase polys from 8000 to 12000 going 5 fps down on my ancient pc. And so on every 5k polys more ~ 5 fps down. I think acceptable limit for cockpit is 12 15k polys.
I will try to get further with the MI-28 pit and test this with my old laptop.
Maybe I need someone else's help who has a more powerful computer than my old laptop to make some FPS tests.
My two other machines aren't accomplished at the moment and considered to all I have still to do before I can really come back to my hobby, this will be the state for the next two or three months.
This is what all my gaming hardware is looking at the moment :
I think EECH shouldn't be to high with the requirements (and wouldn't be as long as we use the current engine), but we also have to consider that, if we would like to go further with EECH, some things may need more processing power.
This was the same for BMS and the reason I upgraded my hardware now, after many years of also using an relatively ancient system.
The drawback of this is, that some older sims I still loved, aren't able to run at those systems anymore. That's why I also have built a retro system, out of the old hardware I could never part
I think we must do a decision how we would like to go on with EECH. If we want to stay in the system requirements EECH allways had, then in my opinion we should stay with 1.15.4, fix the bugs and maybe do some little more cosmetics to it.
But if we want to upgrade EECH, so that some more guys will come back again, we also will need to make some more system intense changes. I never was a great supporter of this, as you could see in all the posts I had done the last years, but now if it is only a matter of lower FPS with older machines, i think we have to accept this circumstance as long as decent machines could run it.
Maybe someone else will post his opinion about this. I'm no coder and I have really no clue about the rest of the limitations the engine of 1.16 gives us in terms of 3D complexity and if it is even possible to make much more complex 3D models with EECH.
Please make a statement to this guys! I don't want to make a lot of work just for the trash can
Don't know Banita. That's why I asked for opinion of some more advanced guys here.
As said I will take a look if there is any way to reduce the complexity of the models which are made with TK. My motivation was to get some more guys working at EECH this way, so that we don't have to make all things alone. TK could have been an easy way to make some things needed, by people who aren't really skilled in 3D (the same like I am) also. For coding I don't know anything, or any software that helps making things easier, I've always searched for something like this, cause I also wanted to help with this as far as I could.
At the moment only four guys are working at it, as far as I know. Messyhead, Javelin, you and I. Everyone of us has also a real life and there is also the fact that only two of us are able to do coding. I also would like to see a more advanced EECH, but I have the fear we would come to the same point again, as two years ago, if we couldn't get more guys working at it.
And of course I also thought, that the new parts are really nice looking and could be a real advance for the cockpits, especially you don't need as much time to create them as with the old fashioned way.
I can sent you the panel in it's unreduced state and you could look if you are able to reduce a bit more. I'm not so good with the whole menus. I really have a hard time to remember it all again
"13800 polygons I don't think my KA-50 was so much less polys, but I have to check this again." ka50 has 3500 polys. FULL cockpit Not only front panel. full apache cockpit gunner and pilot less than 10k polys. mi24 ~ dont remember 10kor 13k max. viper i think less than 5k polys. This cockpits is masterpiece . Every developer can do cockpit with 150 mln polys. Why noone do this?Because is only waste fps and cpu. You cant see diference between cockpit 15k polys and 150k polys.optimized cockpit is the most important thing in the simulator, because you can save fps for other things.Ask Ihawk on bms forum, He will explain it great.you want to make a cockpit in a 3d printing program, sure, its your choice, you can even make this cockpit in excel but does it make sense? I do not know, good luck anyway.
I will look what I can do to reduce more polys. I also made a mistake to expand the surfaces from 24 to 60 for every tube, ball, circle in TK, to get the shape more round. I always did this for printed parts and it's a mechanism I always do before using a round shape in TK.
I hope I can revert this, cause this alone must be a bunch of polys. But if the objects merged together there is no option to make this retrogressive.
At the moment I have no desire to start from scratch again. Maybe I can fix it with the use of a 3D software or I will redo the whole pit (and maybe use the good old fashioned way), but not now. I hate to do things twice
No, no Banita. No problem here! If someone is right, you have to accept this!
At the moment I only have no desire to do the work again. Maybe two or three days later the whole thing looks much more different. I'm not the person who quits very fast
I think, after all, that it's better, if I noticed it now, than you did the whole cockpit, and then the problems would start. maybe try gunner cockpit....
In the surface properties, you can switch on smoothing. So even if it's low poly, you can smooth them to make it look more round
Ah, yes now as you told this, I could remember it. Oh man, I'm getting real old now. It's only two years ago, but too much things happened between
Quote
I think, after all, that it's better, if I noticed it now, than you did the whole cockpit, and then the problems would start. frown maybe try gunner cockpit...
Yes I could start with the gunner pit. That's a good idea. This way I have something new to work at. I really hate nothing more than doing any work twice. Never liked this, since I could remember. There must be a break between.
It really looks a bit ugly compared to the previous version, BUT it has only 454 Polygons. I hope the textures will help to make it a bit more nice looking
BTW I read a post about War Thunder that they use 45K-70K of triangles for a single seat cockpit and 60K-85K for a two seater. Is EECH really that limited?
Looks great . I dont know, eech is 20 years old game ( )and it makes no sense to compare to new games.engine on my eye is choked with every new addition.in dead combat helo full cockpit gunner and pilot apache has 45k polys. and the creator complained that a lot of it, that little power was left for the game Soczkien new farp and lights eat ~5 fps or more. New 3d cities also .it's confirmed by people with strong computers. I remember that many years ago someone was doing a mig29 cockpit with over 115k polys. for bms. it was repeatedly exceeding the maximum number of polygons for cockpits.no one liked it, but he insisted on doing it with poor results.let the programmer say what he thinks about it.I do not know . from what I tested, with some high polygon regardless of the power of the computer, the fps dropped very much. Or you can do two versions low detailed mfd and hi detailed. Maybe this is good idea
It really looks a bit ugly compared to the previous version, BUT it has only 454 Polygons. I hope the textures will help to make it a bit more nice looking
BTW I read a post about War Thunder that they use 45K-70K of triangles for a single seat cockpit and 60K-85K for a two seater. Is EECH really that limited?
Yes, I also thought about this. It's not finished yet, I just did a new one to see how much polys I could reduce.
When I'm finished with that MFD, I will sent it to all you guys working at EECH also. What I've seen on the photos at the web, it's the new standard MFD used in nearly all new russian attack helicopters. Maybe it could be useful for anyone who's also working at a modern russian attack helo.
What about the gauges?
I think in case of low polys we should stay with plane textures like in my KA-50.
Frames arround the gauges with low poly look really ugly. It's more like flying a Lego-helo then.
I know you could use smoothing for that, but as far as I remember it doesn't really look good at all. It makes the gauges looking very chunky.
I also experimented with that two years ago for the KA-50, and I mean that was the reason I did not use frames. A "virtual" 3D like texture is better I think.
How much polys did they have? I will try to do this also, but I have the fear that if they should look nice, I will end up with a lot polys for the whole pit again.
For the gauge frame I used 12 sides and for the screws and the knops only 8 sides.
The whole object has now 85 polygons (backside removed and all nonvisible faces also)
I'm not really satisfied with the result! I think the gauge frame looks really ugly, also I tried smoothing. The rest is relatively ok.
But if I use more faces for the frame itself the number of polygons will increase very fast. It persists out of the outer ring, the inner ring and the top face of the ring, so if you increase the number of faces used for one part, this will always increase it three times more for all parts the ring is made of.
Here are some screen shots I made. The first is without smoothing, the last with smoothing applied. The knobs are ok after smoothing, but no real difference for the gauge frame here. It still looks chunky and ugly! The third shows the wire a bit better.
You can see some of them in this shot, they aren't very detailed.
Hmm, that really looks very nice! I think I have to install EECH now, to have a better comparision what it looks like in the game itself.
Hope I could find the whole setup somewhere at my bunch of HD's. The f.... laptop is able to run it, but not very well. The machine it self is ok, but the Intel graphics card is a real pain.
I will also check to increase the faces slightly after testing the object in EECH.
I really hope that I now have the time to clean up my hobby room and also assemble the new hardware I bought. That would make things so much easier.
Yes, and if you have really good textures I tend to prefer this sometimes over shapes. More FPS friendly and especially in games with an not so powerful engine, I think textures are sometimes nicer than the possible real 3D.
But the cockpit of Messyheads Blackhawk looks really nice!!! I will take a look what I'm able to do with the reduced 3D shapes. I hope I could also make it nice looking.
Now tried it again with 16 faces for the gauge frame. Polys are now 97 over all.
Should I go a little higher? Maybe 20-24?
BTW I still use TinkerCad for this and especially for making low poly objects, it's really practical. You can change things within a few seconds, ok maybe 3-5 minutes. Then export it and import to the 3D software. It so easy! For more complex things, it is for sure better to use the 3D software, but for something like this I think it's really faster and easier. You could also see any change you make a lot better than fiddeling arround with the mesh.
I also search for something similar you could use offline, cause I don't like to be online for such things. I had a problem for a complex shape I made for my 3D printer, where TK wasn't able to rebuilt the part I made. I had a backup of it, but as said before in another post, you couldn't go back the steps you made it if you reimport it. That's why I wanted something similar to use but with the option to work offline.
Would it be better to make complete seperate cockpits for the pilot and the gunner, or should it be one part, as it is in real life. I mean should I seperate the pilot pit from the gunner pit and make respectively seperate 3D objects out of it or should I leave them together as a single object?
How is this made for the Apache, the Comanche or the Hind? I'm still not having the models available at the moment to look how this was implemented. I ask, cause I have no clue what's better for coding or any animations.
I will do the decision, as far as I'm ready with the rest. I always will post the results I made, so if anyone notice something I made a mistake, please do a criticism so I can fix it.
Still much to do and then only the main panel of the pilot is ready. The MI-28N dual-pit will be a lot of work, I think much, much more as the KA-50 was.
Sadly I have to do some other things too, so I have not as much time for it as I like to have. But slowly it will progress.
I hope, at the moment I have arranged my cockpit- & computer-room and the new hardware is ready, things will go much faster.
At the moment I only could use my old laptop and it only has a 14'' display. With an old mans eyes, this is not a superb solution
I bought this laptop 9 years ago for a seminar I made. It's an Lenvo SL 410.
Since I had to make an unattended install from a server 2008 to some win 7 clients as my exam and the institution wasn't able to provide a server and some clients, I upgraded it as much as possible to run the whole project with the use of a VM.
The machine itself isn't bad, but the graphics card and the small display are the problem. I had choosen this small Lenovo instead of the SL510, cause it should have been possible to put it easy in my executive case. I also wanted to sell it after the seminar, but then things in my life totally changed and now it's the computer that I mostly used since the last 9 years. Never thought this, elsewise I had decided to buy a different laptop.
Since the whole flat isn't ready yet, I change between my little hobby garage (not the cockpit-room - really no more room for a seperate monitor) or the living room at the dining table most of the time I work at EECH, so it's not really practical to connect an external monitor to the laptop.
Is easy as hell,you only need remind few actions leave this,i write small tutorial later,do cpg I try to do something in Lw every few weeks, so I do not forget.
I will take a look at this later. I must go to the "great lakes" (maybe ten to fiteen bathtub big ) here near my new hometown, cause it's so damned hot, there is no more way to last here in the flat.
I did this also back those days but couldn't remember clearly. There was also a reason I seperated the different things in parts (a collection of surfaces).
I think I've done this, cause it was easier to use similar textures with different objects, but as said before I have really no more clue of this.
I have to relearn the whole process, but the more I work on it, the more comes back to my mind again.
Sadly I have a bunch of new things to do and have no more time left for the MI-28 at the moment.
I will come back to it as promised arround end of October.
Maybe I could sometimes do a little bit at the KA-50 external, but how things look at the moment, I will not have a lot of time for hobby related things the next month
Since I have to do so much other things in RL at the moment, I have nearly no more time left to get further with the MI-28 cockpit project.
My spare time is really less and I also want to finish my homepit now, after over twenty years of only dreaming from it.
So I really have no clue if or when I will be able to work at this project again.
I didn't like it when guys promise to make something and you never hear anything about it again, that's why I wanted to clarify things here.
I'm still irregular working sometimes on it, but not many has changed since the last year.
I'm also only able to do the 3D-part of it and would never be able to finish the whole cockpit with fully functional gauges, MFD's etc.
When I'm done with my homepit project, I will for sure come back to EECH Allmods and help our community again as far as I'm able to do, cause I really love this sim.