Very good stuff Jankees !
As far as I’m concerned, the level of scratches and dirt on the plane seems satisfactory. Doing much more doesn’t seem realistic to me: who would want to fly in a plane patched up with tape?
I know that the liveries of aircraft that have lived are fashionable but IMO with the current repaint, the right level is established.
The UVs for the workrails are not done currently: it's just a material with a black color. I will do this very soon.
For the little triangle, the UVs are on the "
ailes.png" like this:
This week I was supposed to start reviewing UVs but with Hollister56, we found a bug in the compass management.
By going into more detail, I noticed that the animations were incorrect. So I took over this instrument but it has 5 different animations and there are two compasses on each plane, so it’s not very funny to redo everything and it takes time.
Yesterday, the standalone model was finished, tested and works perfectly in the military version.
I still have to replace them in the 5 other variations and recompile everything (10 exports to to)
to finish the v0.9.3 version which should be ready tonight and release on my site.
The first step will be to migrate the military model of
Blender 2.83 which works with the
plugin from Vitus to
Blender 3.6.xx and the latest plugin from Asobo in order to have the latest functions offered by the SDK: scratches, fingerprints on the windows, formation of ice on the wings and the windshield.
As the management of shaders has been deeply modified between these two plugins,
ALL materials will need to be redone.
For this, the authors of these plugins have added to the Blender interface a "Migration Material Datas" button that allows reconfiguring old shaders so that they are compatible with the version of Blender used and therefore allow export correctly.
I did not count the material's number per plane but it must be between 30 and 40.
After these long and laborious manipulations, it will then be necessary to redo this for the five 3D models, which further increases the risk of error but I think I have a faster method to achieve this goal by scripting out all the materials of a model and importing in one go the materials of an already upgraded model.
This will also allow me to import the windshield materials and ice formation that I had developed for the Aeronca, which will make me gain time by increasing the functions proposed for these aircraft. The black lines precisely represent these devices intended to receive "hot air" from the engines in order to melt the ice in formation
During these manipulations, I will also rename the textures in a more compliant way:
ailes.png will become
wings_albd.png, etc and I will create the
necessary Comp and
Normal textures.
Ferondoe sent me their two files "ailes.png & "fuse.png" with the lines and rivets layers to be able to create
Normal files for all models. But if you want to, I can also see with yours if we can improve these layers even more
Just a quick look to realize the number of files needed for this addon:

In short,
theses things will move a little in the next days (
of course, I will be careful not to destroy the work of the repainters 
) and I have a lot of work, just for the textures.