Thank you Milton:
For your continued input to your past treasures. Utilising all of your ever impressive modelling skills and the input of so many gifted sound, gauges, panels and flight gurus. You continue to hone, burnish and improve what was already impressive.
I find flying your models extremely satisfying and rewarding. Simulation is all about the detail, accuracy and overall realism that is achieved. Maximising all the effects available to give us that warm fuzzy feeling of 'being there'.
I note your very effective excursion into radio antennas, another touch to add to the overall 'wow' factor.
Rgds
Mal
Thank you Mal; you are very kind.
These projects have many talented contributors; my work would not be so impressive without their contributions.
And if you look at the credits, there are many forum contributors who do not show up on that list. There are many behind the scenes contributions that make it all possible, like manuals and reference material.
And to all of them, I am most appreciative.
On a side note, there have been a few paint schemes released on the FSX native side from the beta testers. These are compatible IF you convert the format, size, and alpha channels.
Convert DDS to bmp, 2048 to 1024, and alpha channels will need lightening up about 50-70% so the grays are in the 225-230 range.
DXTbmp will convert to 32-bit for you, but you must then export each of the alpha channels.
Once the alphas are saved, you can lighten them with most graphics programs.
Then resize the primary channels to 1024.
Then using DXTbmp, open each resized primary channel, Import the new alpha channels and save as 32-bit.
The textures that need to be converted are fusefront, fuserear, htails, eng0, eng1, wingleft, and wingright.
All the other textures can be copied from any one of my texture folders.