Hi!Update:
(
March 29, 2014)
- Sound Improvement:
Exterior:
- Engine [Left & Right sharing the same sound]
- Engine shut down [Left & Right sharing the same sound]
- Turbo [Left & Right sharing the same sound]
- Turbo shut down [Left & Right sharing the same sound
- Blades/Brumble [Left & Right sharing the same sound]
- Gears [Left & Right with unique sound for each]
- Flaps [Tweaked Gain]
- Wind
Interior:
- Engine [Left & Right with unique sound for each]
- Engine shut down [Left & Right with unique sound for each]
- Turbo[Left & Right with unique sound for each]
- Turbo shut down [Left & Right with unique sound for each]
- Blades/Brumble [Left & Right sharing the same sound] <---- Same sound file used for exterior.
- Gears [Left & Right sharing the same sound]
- Flaps
- Wind
- Cockpit
- Opened sunshade.
- Propeller disks:
- Blurred disks for low RPM.
- Blurred disks for high RPM.
- Minor geometry fixes.
Sound Improvement Video:
Update:
(
March 23, 2014)
- Working instruments:
- Vertical Speed Indicator [Left & Right side]
- Airspeed Indicator [Left & Right side]
- Altimeter [Left & Right side]
- Altitude Indicator [Left & Right side]
- Torque [Left & Right engine]
- Propeller RPM [Left & Right engine]
- Flap Position Indicator [Left & Right side]
- Fuel Quantity Indicators [main_left, aux_left, main_right, aux_right, wing_left and wing_right] Note: Default, all fuel tanks at 50%
- Partially working instruments:
- HSI (Horizontal Situation Indicator) [Left & Right side]
- RMI (Radio Magnetic Indicator) [Left & Right side]
- Turn Indicator [Left & Right side]
- Working console flaps lever.
- Working brake pedals.
- Showing the Main page on Garmin 530 and 430 screens.
- Corrected interior camera position.
Working Instruments Video:
Update:
Download incremental Update 03.19.14 (~5 KB)(
March 19, 2014)
- Fixed stalling engines at around 7000/8000 ft.
Update:
(
March 17, 2014)
- Textures for navigation, communication, autopilot panels/screens.
- Corrected material ID for yoke's buttons. See here.
- Corrected smoothing groups.
- Separate folder for sounds.
- Updated John514's livery to match the changed .mtl file due to new added textures.
NOTE: You have to download the last version if you want to use the livery posted below.
Update:
(
March 16, 2014)
- Basler Turbo BT-67 released.
- See features in the video below.
Things to do for the next updates:- New variations + liveries.
- More collision points.
- Animated doors + stairs.
- Parking vis/wheel chocks.
Release Video:
User's Repaints/Liveries:John514:
Instructions:For users:How to add new liveries: Just install the .otx file and the livery will be added to the base aircraft.
For designers:How to prepare the .otx file:
1. Create a folder on the main aircraft directory called "texture.(livery_name)". e.g. "texture.USFS", and place your textures there(usually will be three .dds files: bt67_1_T.dds; bt67_2_T.dds; bt67_4_T.dds).
Make use of the Normal maps located on (texture.base) folder. These are: bt67_1_T_BUMP.dds; bt67_2_T_BUMP.dds; bt67_4_T_BUMP.dds.
For spec/roughness maps, use the .dds files from (texture.C-GAWI). These are: bt67_1_T_spec.dds; bt67_2_T_spec.dds; bt67_4_T_spec.dds. I'll move them to (texture.base) in the next update.
Important: Do not copy normal and spec/roughness maps to your folder, let them where they to avoid duplicate files in future. Just include normal and spec/roughness maps in your folder if you made new ones.
2. Make a copy of the existing (C-GAWI.mtl) file, rename it to e.g. (USFS.mtl), and edit the file changing the paths on first three materials (same name as the textures). e.g. from: "./texture.C-GAWI/bt67_1_T.dds" to "./texture.USFS/bt67_1_T.dds"
3. Make a copy of the existing (basler_bt67.objdef) file, rename it to e.g. (USFS.objdef), and edit the file:
On ("matlib") must be the same name as .mtl file has e.g. ("USFS")
On ("description") should be like this: ("Basler BT-67 - U.S. Forest Service") of course , use your livery's name.
4. Take a screenshot of the aircraft with the new repaint, and save it as 64x36 .gif file. The name of the .gif file should be the same as the .objdef and .mtl files. e.g. USFS.gif. Place the .gif file on the main aircraft folder, in the same location as the .mtl and .objdef files are.
5. Create the .otx file and then open it using e.g. WinRar. You should delete anything but:
- The folder you created: e.g. (texture.USFS)
- The .mtl file you created: e.g. (USFS.mtl)
- The .objdef file you created: e.g. (USFS.objdef)
- The .gif file you created: e.g. (USFS.gif)
6. Send me the .otx file via PM, so I can post it here on the proper section.
And also you may need the paint kit to make life easier: Download
---------------First Post---------------
A couple years ago when I was playing MS-FSX, I found a very nice detailed freeware aircraft add-on (being freeware I think it's very detailed), which I loved it because I always was a fan of the classic Douglas DC-3.
The Basler Turbo BT-67 is a general-purpose turbo-prop conversion of the classic Douglas DC-3/C-47.
About a week ago, I e-mailed the author of this aircraft and asked for permission to port it in Outerra. So He gave me the permission, and I started working on it.
Many thanks to Manfred Jahn and the team involved in the creation of this aircraft. The first problem i had was that the Exterior and Interior(the cabin) is modeled separately, and I had to manage that in order to fit both nicely together. So this stage was the most time-consuming (for now), but hopefully I finished that part. I preferred to have the exterior and interior always visible without having to switch between them, I think it looks better to see the real cockpit when you look through the windows (just like the Outerra's Cessna).
Another problem I have is that the gauges like the Navigation and communication panels/screens have Dynamic Textures in FSX(these are composed by one texture for each button/number/separator). I don't know if I'm explaining well.
- And I have a question for
Cameni and/or
Angrypig: Can I use the Gauges/panels from Cessna_INT.dds texture instead those "Dynamic Textures"?
I'm not gonna use "Dynamic Textures" (at least for now), because we aren't able to click on the cockpit, for now.
So... I have the model ready for scripting, I think this part will be a nightmare(nor not?) for me because this is my very first vehicle i'm trying to import into Outerra
Here you have some pictures:You will notice that the stairs are there when the doors are closed. I'll fix it when i'll animate the doors, so the stairs only will show when the doors are opened.
And a video showing the aircraft in FSX(Video not mine):