thank you! --- Post updated --- i'm the one who rated your turkish skin mod,im not turkish i'm 50% farsi/irani and 50% russian,just learning turkish 4 fun
Here's a first from me. Warning: Long post ahead I wanted to show you guys what the mod development process for something like this looks like. Not the technical aspects, but how things went along, and the time it took. Sometime in early April: "Hey look, an Antonov model. This will be an ambitious project, but maybe I should try it" April 17th, 2017: I gave jbeaming the fuselage an attempt, to see if I could keep motivation to do the rest April 18th, 2017: Basic landing gear creation (no steering or suspension, just testing), and wing+engine mounts April 19th, 2017: Propellers, and the beginning of a whole series of PROBLEMS, PROBLEMS, PROBLEMS! (one wing was drooping and I Couldn't figure out why for about an hour) Also the first, epic fail, of an engine test April 20th, 2017: Hey this looks cool, still a giant paperweight though. April 24th, 2017: Hey it flies, kinda? April 27th, 2017: Cargo bay testing,more jbeam 'fun' This engine, this single engine, would not stop doing this at near cruising speed. This took several days of jbeam testing, and aerodynamic engineering to fix. The other engines shook but never tore off in this manner. May 8th, 2017: Still trying to get the cargo bay working without things exploding D:< Also a new skin was created by then. I like to create 'development skins' for my projects, inspired by the same types of liveries IRL when planes are being tested. September 8th, 2017: Lots of progress on flight model between then (and several days of flight testing, minor tweak, flight test, tweak, etc), created the planned 'release skin' (though this wasn't the one released), as well as created the Avro Arrow, and LMSC between that time, and also jbeamed a small jet to test jet engine code. October 26th, 2017: I spent multiple days in October working on cockpit instruments, code for them, texture improvements, etc. If you look in the final jbeam, you'll find over 100 lines of props just for these. They were not simple work. Had a breakup, boring unfun life stuff, got very unmotivated for a couple months February 17th, 2018: Lots of jbeam work, specifically on damage and deformation. Split the fuselage into three, and the wings into two. Also started polishing other things. This was the start of a huge push for getting this released. Februrary 18th-19th, 2018: Felt the suspension was kind of crappy. So I worked on it, and was happy with the outcome, also added the retractable landing lights February 21st, 2018: Worked on lua to add smoothing to any value I wanted. Used it for miniature, almost unnoticable features, like switch smoothing. February 24th, 2018: Worked on screen lua and HTML February 26th, 2018: Got in contact with @VeyronEB again, and asked about creating textures for additional pieces of the plane. He agreed, and this is around when new cockpit textures were started, and when I started modeling new pieces, and improving the cockpit models. March 11th, 2018: By this point, I was simultaneously remodeling the front shape, and re-uving the model. The original plan was to release the plane with a 16k normal map, due to the uvs, but after hearing lag reports from testers, and experiencing lag myself, I faced two options: Reduce the normal map size, or re-uv the plane. So I opted for the one that would improve quality of everything (re-uving) While I was at it, I also reshaped this front window. The reason I reshaped the model will be obvious with these comparisons After my changes: Before my changes: The real plane: I further tweaked the front area after I took that picture March 20th, 2018: Jbeamed, and tested the ramp. Also started work on concepting skins. Added window normal maps too. Small details ftw! March 22nd, 2018: Final touches to the normal maps, I could finally mark this off the TODO list (done by the talented @VeyronEB of course) Also another reason I redid the UVS: This was super ugly March 23rd, 2018: Off to my beta testers. At this point (and still to this day) I was mostly withdrawn from the BeamNG community, and I had limited testers. But I had spent months almost daily testing/adjusting this thing. So I felt pretty confident Also finished up the skis on this day Thought this was funny, I called the larger side skis "LONGBOYE" internally. I use a custom made jbeam preprocessor to speed up the development of jbeaming, that's why this looks strange March 24th, 2018: Final touches, so close to release. I was super hyped to release this, after over a month of grinding out every issue and everything to polish. I also had a sudden idea when I went to bed the previous night, which was to copy the loads from the flatbed, and add them as premade options onto the Antonov. Probably saved many hours for people who use this regularly, and like to fly loaded. --> March 25th, 2018: Release day!! There are many, many details left out here though, this is a very brief overview of project development. It took a lot of hard work, and I'm very thankful to everyone who helped out. I'd like to extend a special thanks to @Joelvb and @PrimeTheBomber though. For the final monthof the projects development, these guys were in a group chat with me, watching what I was doing and offering suggestions / corrections, and also explaining many things to me, as well as performed final testing on the plane. Without them it wouldn't be as polished as it is. There were other plans for this plane as well. I was working on a massive map, with help, that was planned to be released alongside this, with scenarios too. I would've liked to finish it, however I had a falling out with the person I was working on it with, and working on a large scale map alone was too much work for me, especially while working on the plane too. There were also small details I wanted to add, but they'd just take up more development time and not many people would notice, so I decided not to (e.g. rudder hinges, aileron hinges, the like) I'm also very happy that people are making so much YouTube content with this aircraft, lots of very nice videos
When you think that this was WIP and was to be released. OT: For people who don't mod this shows us how long and frustrating the progress is, though if you don't give up, an excelent and popular mod will come out and the community will love it!
Not much news on anything really. I've had almost zero motivation since late last year, and don't know when I'll get any back.
WOW! That is a big Plane..U can Travel Cars in the Cargo Place That is soooo Cool...I really Like it and i fly it in every Map and if there is no Airport i land this plane is the river or a mountain xD
What are those lines or ropes going from the front of the plane to the rudder? They look like vertices that shouldn't be connected. And what does the JATO part of the mod do? I didn't see any difference with and without it.
High frequency radio antenna, google that to learn more Did you activate JATO? I haven't tested mod, but usually you have to activate JATO.
Awesome! Can't WAIT for Avro Arrow! That will be so cool! --- Post updated --- Wait nevermind that was already released I was talking about the small jet in the thumbnail comparing sizes.
I see. I thought it was a bug. On the real planes these antennas are a bit less visible. I didn't try to active the JATO. I was expecting some visual difference, like jet engines in place of the propellers.
Seems like another mod is using the same names for meshes. What aircraft were you using before this? The antennas are visible like this in BeamNG because anything smaller would look like a dashed line, due to the way anti aliasing works in this game.
I don't think I used any other aircraft in the same game session but I do have most of the other airplane mods installed. What should I be seeing with the JATO mod enabled, jet engines? --- Post updated --- Understood. As you can see in my screenshot the antennas are still kind of dashed. I'd vote for removing them from the model, but of course it's your mod and your call.