• There seems to be an up tick in Political commentary in recent months. Those of us who are long time members of the site we know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religiours commentary out of the fourms.

    If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.

    Please note any post refering to a politicion will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment amoung members. It is a poison to the community. We apprciate compliance with the rules.

    The Staff of SOH

  • Server side Maintenance is done. We still have an update to the forum software to run but that one will have to wait for a better time.

Martin Marauder Gold for FS9 has been released

Thank you Maty; yes, I have that cut-a-way and refer to it often.

Now with the annual RTWRace completed, I am easing back into the Marauder. I think before I address the issues/observations above, I will start putting together the components of the flight model and get that ready for the gear build process.
 
Here is a PDF of diagram plans for the Marauder, it's for the earlier B-26/B-26A, but some of it might be applicable to the later B-26B. I found it on B26.com
Hopefully that may be helpful.

attachment.php
 

Attachments

  • martin.b26.marauder.plans.diagrams.pdf
    2.1 MB · Views: 3
Here is a PDF of diagram plans for the Marauder, it's for the earlier B-26/B-26A, but some of it might be applicable to the later B-26B. I found it on B26.com
Hopefully that may be helpful.

Ah yes; I have that one and it has a number I need, the wing root measurement. Problem is the clarity is poor and not sure if it is 160" or 168". I am using 160" or 13.33' as that is what my calcs came up with in gmax when modeling the wing.

Thanks; I appreciate your help.
 
Well, I am about recovered from the RTWR expedition and have been focused on the Flight Model for the B-26B/C. Got a reasonable starting point in place now after about 35 iterations so I am back to modeling.

Next up: tweak/adjust cowling/nacelle height, tweak the air intakes, then on to constructing the gear. After that, map the exterior aircraft for textures, then work on the VC.

Once I have the exterior mapped, I will release a base package for painters to work with (give me about 7-10 days) while I work on the VC and 2D panel/gauges (basic gauge population). After the basic VC and 2D panel is done, I will release my part of the completed project (about 3-4 weeks).

Remember that my intention is for you to have a hand in completing this project in a community project spirit. That way, you get your hands on it early and evolve it to its completion. Exterior, interior, and panel textures will be yours to evolve, along with sounds, effects, and flight model if you wish.
 

Attachments

  • WIP.jpg
    WIP.jpg
    14.7 KB · Views: 35
Okay, I am finally back into the mesh here and got the air intakes moved forward and blended into the nacelles. I will cant the nacelle up after mapping for textures to address the comment about it the nacelle being low.
 

Attachments

  • airintakes.jpg
    airintakes.jpg
    24.6 KB · Views: 34
Just to let you know I'm not "slacking off", work is now focused on constructing the gear from scratch.

Had a 3 hour mesh issue last night that slowed progress but now all resolved.

Hope to get the WIP main gear completed today.
 

Attachments

  • gear.jpg
    gear.jpg
    22.4 KB · Views: 6
Should wrap up the gear stuff today; all gear now in place and animated, and tuned. Long legs, awesome handling, landings and take-offs on any strip, unimproved or otherwise. She will handle it. Need some brake lines on the mains, and nose doors for the fuselage for the wrap up today.
 

Attachments

  • legs.jpg
    legs.jpg
    40.5 KB · Views: 6
Putting the gear construction to bed for now. Still have some brake lines and gear door hinges to add before the wrap.

Now is time for a complete exterior review before mapping for textures.

I do have bomb bay door control arms to add but that is more interior than exterior.

Note in the attached, the nose gear steering is set up as castoring for realism and I am showing about a 75 degree turn. Per the manual, steering turns should limited to 35 degrees.
 

Attachments

  • HOMEUNIT-2017-feb-24-008.jpg
    HOMEUNIT-2017-feb-24-008.jpg
    36.3 KB · Views: 0
  • HOMEUNIT-2017-feb-24-007.jpg
    HOMEUNIT-2017-feb-24-007.jpg
    36.4 KB · Views: 0
Putting the gear construction to bed for now. Still have some brake lines and gear door hinges to add before the wrap.

Now is time for a complete exterior review before mapping for textures.

I do have bomb bay door control arms to add but that is more interior than exterior.

Note in the attached, the nose gear steering is set up as castoring for realism and I am showing about a 75 degree turn. Per the manual, steering turns should limited to 35 degrees.
She's a real beauty, Milton!
 
A Question to B-26 Marauder Painters

I just completed mapping the fuselage at 9 meters to get as much detail as possible.

Now on the winds, and oooops! I need a minimum of 10.5 meters. I know, I usually check that before mapping the fuselage. :-/

Options:

1) Go back and remap the fuselage at 10.5 meters (give up some detail), or
2) Leave the fuselage at 9 meters and continue the wings at 10.5

With regard to lines and rivets (if you use them), I know this can be a pain in sizing.

I would like your input as to this question before proceeding.
 

Attachments

  • HOMEUNIT-2017-feb-25-001.jpg
    HOMEUNIT-2017-feb-25-001.jpg
    29.7 KB · Views: 0
  • HOMEUNIT-2017-feb-25-002.jpg
    HOMEUNIT-2017-feb-25-002.jpg
    45.1 KB · Views: 0
While awaiting your responses, I completed mapping the wings and tails.
If I must remap the fuselage, that will require another couple hours, but that is okay.

Saturday I will complete mapping the engines but can have a painters' package available Saturday early for those of you wanting to get started with the fuselage, wings and tails.
 

Attachments

  • map.jpg
    map.jpg
    35.3 KB · Views: 6
Big, BIG, BIIIIIG!!!!

I just completed mapping the fuselage at 9 meters to get as much detail as possible.

Now on the winds, and oooops! I need a minimum of 10.5 meters. I know, I usually check that before mapping the fuselage. :-/

Amazing work, My Friend! :)

Options:

1) Go back and remap the fuselage at 10.5 meters (give up some detail), or
2) Leave the fuselage at 9 meters and continue the wings at 10.5

With regard to lines and rivets (if you use them), I know this can be a pain in sizing.

I would like your input as to this question before proceeding.


As always; legendary work, My Friend! :)

Input:

Size is everything - no problem working to differences in scale/sizing - it's so easily compensated for.

So my option would always be Number 2).

OR

Do the wings to the same scale as the fuse and place the wingtips cleverly elswhere on the texture sheet - which admittedly makes texturing everso slightly more...'interesting'.

OR

Greedy rivethappy, split the wings in 3 (1. left outboard of nacelle, 2. both inboard sections, 3. right outboard of nacelle)...but then you'll wan't to go and subdivide the fuse into 3 as well...

:dizzy:


tick, tick, tick 5, 4, 3, 2, 1,

:running:
 
I guess this won't make you happy Milton, as I prefer option 1 to have everything is the same scale. It can be compensated but in my opinion lines and rivets which are enlarged or reduced in size always loose some sharpness.

Most important however it that they aren't stretched. Although it creates interesting challenges for instance with shading, I always prefer a extra texture instead of leaving out details because of blurry and stretched lines and rivets.

Cheers,
Huub
 
I guess this won't make you happy Milton, as I prefer option 1 to have everything is the same scale. It can be compensated but in my opinion lines and rivets which are enlarged or reduced in size always loose some sharpness.

Most important however it that they aren't stretched. Although it creates interesting challenges for instance with shading, I always prefer a extra texture instead of leaving out details because of blurry and stretched lines and rivets.

Cheers,
Huub

I'm with Huub on this.
 
I guess this won't make you happy Milton, as I prefer option 1 to have everything is the same scale. It can be compensated but in my opinion lines and rivets which are enlarged or reduced in size always loose some sharpness.

Most important however it that they aren't stretched. Although it creates interesting challenges for instance with shading, I always prefer a extra texture instead of leaving out details because of blurry and stretched lines and rivets.

Cheers,
Huub

The fuselage has been remapped so all exterior body parts are of the same scale, 10.5 meters.

I'm with Huub on this.

Pfffft! Ganging up, huh? :)
 
As always; legendary work, My Friend! :)

Input:

Size is everything - no problem working to differences in scale/sizing - it's so easily compensated for.

So my option would always be Number 2).

OR

Do the wings to the same scale as the fuse and place the wingtips cleverly elswhere on the texture sheet - which admittedly makes texturing everso slightly more...'interesting'.

OR

Greedy rivethappy, split the wings in 3 (1. left outboard of nacelle, 2. both inboard sections, 3. right outboard of nacelle)...but then you'll wan't to go and subdivide the fuse into 3 as well...

:dizzy:


tick, tick, tick 5, 4, 3, 2, 1,

:running:

Hello my friend :) Great to see you above the waterline for a change. Air is good. Don't be a stranger. :wavey:
 
Back
Top