April 26, 2007

How To...Fly The Boeing 737 - The Basics

How To...Fly The Boeing 737 - The Basics

By Kris Heslop (21 July 2005)

Assumptions:

Set up your stock MSFS Boeing 737-400 for this tutorial to the specs below and you can fly along as you read!

Weight – 50,000 kg (110,000 lbs)

Airfield – EGKK runway 26L (airfield elevation here is 200 feet pressure alt)

Temperature - 15 Celsius

Pressure - 1013 mb (29.92 hg)

Take Off Phase:

Firstly it's important not to over stress the engines; there is no over-temp protection on the MS model nor on the real aircraft so if you firewall the throttle like you would on the Cessna you will get to 106%N1 and in reality that is more than enough to melt the turbines. In most cases the N1 limit is worked out by the FMC but there isn’t one on the stock MSFS 737 so use some restraint. At the end of this guide is a table we use for the calculation of the N1 according to ambient temperature if you feel brave enough to figure it out (Appendix A). In our example the N1 should be between 93.7 and 94.2% N1 so let's use 94% which is close enough.

Most take offs in the B737 are done at Flap 5 although you can use Flap 1 or Flap 15 if you wish; for this example let's use the norm of Flap 5. In Appendix B you will see a table from which we will get our V speeds just to make it realistic. First of all using the stripy graph. In the top left by going along the top we find 15 Celsius then follow this down to 200 feet. This puts us firmly in the area marked as A. Now go to the large table below and look at the Flap 5 area. Go across and follow the line of figures marked for 50,000 Kg. You will hopefully see the following figures:

V1 = 127

Vr = 129

V2 = 139

Now get yourself to the hold short point and set up your aircraft with Flap 5, set Course and Heading to 261, set speed to the V2 + 15 figure (154 kt) and the Alt initially to 5000. Autobrake should be moved to RTO (Rejected Take Off), F/D and A/THR should be on and the external lights should all be on also.

Read this first before going barrelling down the runway as it WILL happen quickly!



Firstly you will apply take off power; don’t use the TOGA button as this will give you the full 106% and ‘virtually’ melt your engines, so advance the thrust levers to set 94% N1.

 

You will see the airspeed rising rapidly as you accelerate. Passing 127 kt is your point of no return (V1) and at 129 you should pull back on the stick pitching up to about 20 degrees nose up. Once airborne raise the gear. You are aiming to maintain V2+15 = 154 kt to 1000 feet agl, which in this case is about 1200 feet on your altimeter. If you accelerate past 154 simply pitch up more, if you decelerate below 154 then lower the nose--simple as that!



Passing 1000 feet agl (1200 feet on the altimeter) you need to start accelerating and cleaning up. Lower the nose to about 10 degrees in order to allow the aircraft to accelerate and raise the flaps to Flap 1 setting and 210 in the speed window (you need to press the IAS button to get the A/THR to work as I recall in MSFS). Passing 190 kt you should select Flap 0. With luck if the A/THR is working you should settle at 210 kt and be approaching your cleared altitude of 5000 feet. If the autopilot isn’t in yet then feel free to put it in and use it from here on in!

Below is the diagram of roughly what you just did:

The ILS Approach:

The trick here is to get yourself set up early, as soon as ATC starts to give you vectors (or descends you below 10,000 feet) start thinking about the approach set up. To find the frequencies, etc., look on the plate if you have it or open up the map display from the World menu and click on the airport. This will give you all the frequencies you need including the ILS and its inbound course. Also you will want to look at Appendix C and get the VREF speed of 134 kt (assuming 50,000 kg and 30 flap landing)

In this example we’ll use Gatwick 26L again so you will need to set up the Nav 1 radio to 110.9 and the course window to 261.

We will need to start a little way back in order to get the drag out so let's assume you are coming from the south towards the SFD VOR (117.00). As you approach the SFD VOR aim to be at 5000 feet and 210 kt. Once at 210 kt we can start to dirty up (get flaps out, etc.). Set flap 1 and set 190 kt in the speed window. Passing SFD descend to 3000 feet and leave the SFD VOR direct to TIMBA.

As you approach 190 kt select Flap 5 and speed 180 kt. You will keep this configuration until established on the localiser so get comfortable with it. Track to TIMBA, then TIGER and finally TUNBY. This will give you a nice long final to get established. After TUNBY turn left to heading 290 and hit the APR button. This heading should intercept you onto the localiser at about 13 miles

As the localiser comes alive (starts moving to the center) the autopilot should start to turn onto it. The basic MSFS autopilot isn’t that good so expect it to overshoot and come back onto it. You should now start looking at the glideslope indicator, as this will become your cue for the remaining flap and gear, etc.

As the G/S becomes alive (starts moving down from the top) select gear down, flap 15, speed 150. Landing checks to the flaps.

As the G/S reaches one dot above center select flap 25, speed 140.

As you intercept the G/S select flap 30, speed 139 (Vref + 5) complete the landing checks.



The aircraft is now fully configured to land. All you need to do is watch the altimeter and monitor the ILS. Your Decision Height (DH) for this ILS is 375 feet as you are flying a Category C aircraft on a CAT 1 approach (attached is the 26L approach plate as a separate PDF file). Realistically you would want to take the autopilot out at about 500 – 600 feet so you get time to get a feel for the aircraft. As you approach 475 feet you call ‘Approaching minimums’ and at 375 ‘DECISION’ at this point the choice is yours to continue to land or go around!

Landing:

This is the less complex procedure, but equally important to get right. You should already have removed the autopilot and now it is time to remove the A/THR as well. Try not to change the attitude of the aircraft as you remove the autopilot; annoyingly it will fly the approach better than you so leave well alone. As you come down check your speed. Never go below VREF but try to be between VREF and VREF + 5 as you pass the threshold. You are looking to touch down on the fixed distance markers.

The Go Around

This is the more complex option, although it is better than crashing and dying so we shall cover it. The B737-400 is overpowered and as such will go around even from 35 feet and not touch the ground so don’t panic too much about that. The procedure is a little more complex though so we will go through it step by step.

First of all the actual decision to Go Around must be made, there are a variety of reasons such as:

  • ATC tells you to

  • You aren’t happy with the approach

  • You have no visual reference at decision height

  • An aircraft or vehicle enters runway

  • Any reason that makes landing the more dangerous option

The up and down of it, if you hear the words ‘GO AROUND’ your training should kick in and your actions should be second nature. It may be that someone else can see something that you can’t so better to be safe than sorry, the problem can be debated later!

Your actions are pretty straightforward:

  • Apply go around power (not full power or you’ll melt the engines)

  • Pitch up to 15 degrees nose up

  • Call flap 15 (and select it when not multicrew)

  • When you have a positive rate of climb, call gear up

  • Aim for Vref + 25 to 1000 feet above ground level (agl)

  • When at 1000 feet agl pitch to 10 degrees nose up; select flap 5

  • Passing 170 kt select flap 1

  • Passing 190 kt select flap 0

  • Climb to go around altitude following the missed approach procedure

By The Book:

The tutorial you just did is taken from the official Boeing manual. These are the actual profiles we fly on the REAL aircraft and have come directly from the Boeing Flight Training Manual!

The appendices on the next few screens are taken from the real Quick Reference Handbook (QRH) for the B737-300. The speeds should be there or there abouts for the 400 series give or take a knot or two.

Appendix A – Take off N1 settings

Appendix B – Take off speeds (V1,Vr & V2)

Appendix C – Landing Speeds (Vref ) and Flap Manoever speeds

Note fully configured approach should be flown at Vref + 5kt





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How To...Program The FMC

How To...Program The FMC

By Hans Fog (20 June 2006)

A Simple Introduction To The Art Of Flying With FMC - Beginners Only.

I have bought add-on aircraft first from Level-D, later on from Wilco and lastly from PMDG hoping to find an easy to understand manual or tutorial and have spent endless hours trying to master flights planned with the FMC.

It has almost made me consider to give up flight simming for ever - but gradually I was able to pick enough bits from each of them so that I finally one day succeeded to plan and execute a flight from A to B. You are talking about manuals of several hundred pages and not always in agreement with each other.

I came to think that there might be a few others out there gnashing their teeth in frustration over how difficult it is. So I have put my hard won experience into writing, hoping that it might help a fellow beginner. This should re-establish your self-confidence enough to make you go on experimenting - having seen that it can be done.

This will not be a guide to flying the Boeing 737 - only to flying with FMC. But there is a lot more to flying by FMC than I have included. You will only find the most basic functions here.

As English is not my first language you might find some incorrect phrases and wrong spelling - but I assume you will understand most of it anyway.

The add-on aircraft I have found the easiest to handle is the PMDG's B737 NG (review available here) - so that's the one I will use. But I have made parallel successful flights with one of the others too. I will only refer to this aircraft - so in case you fly another - please use alternative adequate inputs. The PMDG B737 FMC is very similar to FMC's in the other aircraft.

I live in Denmark so it was natural for me to pick two Danish airports. I strongly suggest that you use these for my tutorial. It is much easier if we talk about the same airports, SID, STAR, waypoints etc. When you are able to make this flight perfectly you may carry your expertise to your own turf.

Be patient - you will probably need several tries - but the flight is short. I have followed my own tutorial enough times to dare claiming that it works.

I am starting the flight from the runway with all functions running. I am not so fascinated by all the turning of and pushing buttons on the overhead panel and elsewhere. Besides, it does hardly belong in a tutorial about the use of FMC anyway.

Please regard many of the values entered as approximate since they might differ on your computer.

Programs I Would Recommend Especially For People Flying With FMC:

fsnav470.zip Size: 10,248,171 Date: 08-15-2005

FS98/FS2000/FS2002/FS2004 FSNavigator flight planner, flight management system and moving map. FSNav offers world-wide current airway and intersection database also. SID/STAR direct up-/download from dedicated Internet server and Flight Simulator compatible multiplayer client for Internet and Intranet with display of all involved airplanes. FSNavigator v4.70 is a plug-in for FS2004/FS2002/FS2000/FS98. All important navigation objects are derived from the actual Flight Simulator scenery that you have installed.Shareware (registration is EUR35.00 or about $30.00 U.S.). Of each 30 installations FSNavigator registers itself for free, good luck! By Helge Schroeder.



www.navigraph.com

Supplies SID and STAR charts which are very useful when planning departures and arrivals. Shareware.



www.airnav.com

A website where you can download and print charts from airports in the USA. It is free of charge.

Load Manager

Is your load manager on your desk top? If not - go to c:\programs\microsoft games\fs9 and double click on PMDG. Find LoadManager_FS2004.exe - make a short cut and move it to your desk top. Start the load manager.

Choose 800 single - only coach - no 1. class

Change to kg instead of lb if you prefer the metric system - I do.

100 passengers

About 2000 kg in forward luggage compartment and about 2000 kg in the aft compartment

This should give you a ZFW (Zero Fuel Weight, empty plane + passengers + freight) of around 54 tons.

Max. Gross Weight is 78 tons so you have about 24 tons left for fuel.

Press SAVE - OK - EXIT

The manual claims that the ZFW is now tranfered to FS9.

Preparation

Open up FS2004, select PMDG B737, go to airport DENMARK - KASTRUP - RWY 4L

If you get a dead panel when you load the B737 do this:

Go to AIRCRAFT - SELECT AIRCRAFT - select a Cessna - OK

When it appears on your monitor - with all functions running -

Go to AIRCRAFT - SELECT AIRCRAFT - select a PMDG's Boeing 737 800 and you are ready to proceed.

If you changed lb to kg in the load manager, remember to change it here too.

In the grey line in the top of your screen press PMDG - GENERAL - OPTIONS - VARIOUS and change to kg.

Check in PMDG - GENERAL - OPTIONS - AIRLINE TYPE (737NG) that you have the EFIS display type set to PFD/ND (Primary Flight Display and Nav Display)

If you want to get rid of the engine noise while you are working press Q on your keybord.

Programming The FMC

On the left side of the glass you will find a horizontal row of function keys. Press F and the FMC pops up. Drag it down on your screen to where it is convenient to work with.

Line select 1L abeam <FMC and the IDENT (identification) page opens up. Here you find information on type of aircraft, when your nav data were last updated. AIRAC is the organization that updates the nav data every four weeks. (0605 means the 5th 28-day period of 2006) followed by the period in which the data are valid.

If you have trouble with the necessary nav data I would recommend that you go to this address which also gives answers to other questions:

http://ops.precisionmanuals.com/wiki/PMDG_747-400_FAQ#How_do_I_update_my_navdata.3F

Line select 6R: POS INIT> (position initiation) and you get to the POS INIT page. Here you are supposed to tell the FMC where exactly it is located right now, information it needs to adjust its positioning systems geographically.

Write EKCH (that is Copenhagen Airport called Kastrup) in the scratch pad and line select 2L - then the co-ordinates of the airport will be shown. This is amply exact for our purpose. In real life you would also write the gate, where the aircraft is parked to tell FMC your accurate position. If you try you are probably going to get an error message: NOT IN DATABASE

Press 6R: <ROUTE and you get to the ROUTE page.

A row of boxes means mandatory input

Errors in the scratch pad may be cleared with the CLR function key

Errors that are already in the screen may be deleted with the DEL function key - sometimes.

I haven't found out why - but now and then you get an: INVALID DELETE.

Another way is to line select the input just under the information you want deleted and move it up on top af it by which you will squeeze it out.

In PMDG's B737 origin EKCK from the entry on the pevious side is already in the scratch pad - if not - just write EKCH in the scratch pad and line select 1L. Write EKBI in the scratch pad and line select 1R.

FMC cannot make a route direct between origin and destination but needs at least one waypoint in between.

Press function key NEXT PAGE

There is a left VIA column for jetways and a right TO column for waypoints.

There is no suitable jetway for EKCH to EKBI

But if you were going EKCH - ENGM (Gardermoen Airport near Oslo in Norway) you could make use of a jetway UL996 that starts in VOR/DEM: SVD and runs north far up in Norway.

You must enter and leave a jetway at a waypoint.

So in the scratch pad you would write SVD and line select 1R

Then you would write UL996 and line select 2L in the via column - and you would now see boxes in 2R telling you to inform FMC where you want to get off the jetway again.

You could write GOTUR - which is a waypoint near Oslo - then line select 2R

Principally a flight plan consists of 5 parts:

1) Origin

2) Is the connection between departure airport and the route. Leaving larger airports you would most likely use a SID (Standard Instrument Departure) which is a prearranged set of waypoints leading from the runway to the route. If you take off from an airport without a predefined connection to the route you can just enter the waypoints you find most adequate yourself. I shall show this later.

3) Route

4) Is the connection between where your route ends and the arrival airport. Large airports have STARs (standard arrival). If flying to an airport without STARs you may choose some existing waypoints that bring you to a convenient approach - aligned with the ILS and in proper distance to slow down and descend to the right altitude or make some yourself.

5) Destination

Now back to our flight.

You should now be on the RTE page 2/2

Write ODN which is a VOR (freq: 115.50) conveniently located halfway on the route

Line select 1R

Now FMC tells us that there is more than one VOR in the world called ODN and lists them for you to pick from. It puts the most likely (the nearest) on the top.

Line select 1L, the one we want.

You could enter more waypoints here but you can quite as well wait til later on.

The important thing is that you now have origin - route - or just a waypoint - destination (the minimum demand)

Line select 6R ACTIVE> and press the lighted EXEC

Whenever you have made changes - see if the EXEC button is lighted. If it is you must press it to approve.

When you make changes the title of the page will be MOD RTE.

After EXEC it changes to ACT RTE.

Now FMC will take you to the PERFORMANCE INITIATION - 6R

Some manuals, however, want you to finish departure and eventually arrival if it is known at this time. I find that more logical since SID and STAR in many cases are of a considerable length and the FMC should consequently include them before calculating distance and fuel consumption.

Completion Of Flight Plan With SID And STAR

Press function key DEP ARR and you get to the DEP/ARR INDEX page.

Press 1L <DEP and you get to the EKCH DEPARTURES page.

We will take off from runway 4L - line select 1R

We will need a SID that takes us as close as possible to our route (in this case it is only the waypoint ODN)

On my plate over SID's from rwy 4L I can see that the best choice will be DOBEL2A on page 2/3 - so I line select it.

Press EXEC

Press function key DEP ARR

Press 2R ARRIVALS> and you get to the EKBI ARRIVALS page

The wind is westerly so we want to land on rwy 27 so just line select 1R. (ILS27)

In the left column line select 2R and the available STAR's pop up.

Then line select RIDSI2F which is the best STAR for us

Press EXEC

We have now entered all five necessary parts of the flight plan.

Press function key LEGS and you get to the ACT RTE LEGS page 1/3

There is a discontinuity after DOBEL marked by boxes.

Line select the waypoint just beneath the boxes and move it up into the boxes.

You will have to go to page 2 to find ODN - go back to page 1 and line select 6L

Go through all pages with NEXT PAGE or PREV PAGE

You are making changes so the title is now MOD RTE LEGS

RIDSI must be moved up too.

If there are more discontinuities move the information under the boxes up into the boxes.

There must be no holes in a flight plan

Press EXEC - the title changes to ACT RTE LEGS

Completion Of Flight Plan Without SID And STAR

Press function key DEP ARR and you get to the DEPARTURE and ARRIVAL page.

Press 1L <DEP and you get to the EKCH DEPARTURES page.

We will take off from runway 4L - line select 1R - EXEC

Press function key DEP ARR again and you get to the DEPARTURE and ARRIVAL page.

Press 2R ARR> and you get to the EKBI ARRIVALS page.

We will land on runway 27 - line select 2R - EXEC

Press the function key LEGS where we will manually enter the missing SID and STAR

The SID for RW 4L consists of the following 4 waypoints:

CH400

CH368

CH371

DOBEL

Write in the scratch pad: CH400 and line select 1L

Write in the scratch pad: CH368 and line select 2L

Write in the scratch pad: CH371 and line select 3L

Write in the scratch pad: DOBEL and line select 4L

The STAR for runway 27 in Billund consists of the following three waypoints:

RIDSI

LOKSA

FO - neglect it as it is not in the data base

Write in the scratch pad: RIDSI and line select it just on top of RW27

Write in the scratch pad: CH368 and line select it just on top of RW27

They will squeeze in between ODN and RW27

Now go through the plan with NEXT PAGE and PREV PAGE and close discontinuities.

Press EXEC - the title changes to ACT RTE LEGS

We now have a complete flight plan.

You can always go to INIT/INDEX REFERENCE page by means of <INDEX

If you cannot get to it - press function key INIT/REF and you will find <INDEX in 6L

Control Of Route

Press function key LEGS

Just to the left of the autopilot panel you will find a small control panel with 4 dials, 2 switches and a row of push buttons. I believe it's called EFIS

On other aircraft you will have to find the EFIS on the radio panel ore elsewhere.

The lower left dial is the MODE SELECTOR. Turn it from MAP to PLN

Notice that 6R on the LEGS page in the FMC now says STEP>

Each time you press STEP> it will center the next waypoint on the route in the NAV DISPLAY on the panel.

To get a better overview turn the RANGE SELECTOR to 20 or 40 nm.

Does the route look reasonable? If not you'll have to make changes in the LEGS page.

Turn the MODE SELECTOR back to MAP

Performance Initiation

Press function key PERF INIT or INIT REF

Cost Index

A value of 0-500 where 500 is the least economical but also the fastest flight mode

One manual I have read says 0-100 - I don't know what is correct - but in this case 80 probably would correspond 400.

A reasonable entry would be 400

Write 400 in the scratch pad and line select 5L

Reserves

For a short haul and a small airliner I would suggest 4 tons

Write 4 in the scratch pad and line select 4L

Line select 3L and the ZFW is inserted automatically

We started with the load master and keyed in 100 passengers and 2 x 2 ton freight from which a Zero Fuel Weight of 53.8 tons was calculated. But if you want another ZFW just write it in the scratch pad and line select 3L. It then overwrites the calculated value.

Fuel And Gross Weight

are calculated automatically.

CRZ Altitude

The max possible altitude is shown and in the boxes you can key in the cruising altitude you prefer.

Write 180 in the scratch plan and line select 1R

The value can be entered as 180 (flight level) or as 18000.

You can also enter wind on the runway and temperature. If it has any effect I don't know. But there are no boxes so it is not necessary to fill them out.

Press EXEC and N1 LIMIT> will be shown in 6R

Line select 6R and you get to the N1 LIMIT page

N1 Limit

In the left column you have 3 choices

L2 is max power during takeoff - short runways

L3 and L4 are reduced power - less stressing for the engines.

In the right column you can choose climb mode

R2 is max climb - mountains at the end of the rumway

R3 and R4 are more moderate climb modes.

Let us line select 3L and 3R

During takeoff you will notice a little green R-TO in the engines screen on your panel. At 1500 feet it changes to R-CLIMB indicating that we have chosen restricted takeoff and climb.

Press 6R TAKEOFF>

Takeoff

Write 5 in the scratch pad and line select 1L

Let FMC calculate V1, VR and V2 by line selecting 1R, 2R and 3R

V1: Until this speed you can break off the takeoff

VR: Lift off

V2: Min. speed for proceeding with only one engine

You don't need to remember the values as they will be shown on the PFD in the right side of the speed tape.

Control

Press function key LEGS

FMC has now calculated altitude and speed over each waypoint on our route.

Make sure the approach is smooth. I find it a good idea to be at max. 3500 feet at least 10 nm from the runway so I often reduce altitude and speed a little more than calculated.

Write your correction in the scratch pad and line select the waypoint you want to make changes for.

Speed and altitude correction: 200/3500

Speed correction only: 200/

Altitude correction only: /3500

/3500A means at or above

/3500B means below

I never make corrections for the values for the runway. At this part of the approach I have long since activated the APP that overrules all other settings except speed.

Now the FMC is set.

I suggest you draw it up to the upper left corner and reduce the size by means of the small double headed arrows that pop up when you touch the right and the bottom edge of the FMC.

Tuning Of Radios

Press R on the horizontal row of function keys to the left on the panel

NAV 1 is tuned to the ILS frequency of runway 27 in Billund (110.70)

NAV 2 is tuned to the VOR/DME called ODN (115.50)

Remember to switch them from stby to active

In the center of the radio panel just over the rudder trim to the left there is a small dial. It is on stby. Turn it to TA/RA. This enables you on the ND to see traffic in the air around you

Press R again to hide the radio panel

Just to the left of the autopilot panel you will find a small control panel with 4 dials, 2 switches and a row of push buttons. The lower right dial is the RANGE SELECTOR. The center of the dial is black - the TRAFFIC SWITCH. Press the TRAFFIC SWITCH

On the Navigation Display (ND) to the left you will now see a blue TA ONLY

Other aircraft will show as a white diamond and a -6 for instance if the aircraft is 600 feet below you. A circle of white dots will show around the aircraft symbol.

If it gets menacingly close it turns yellow and if a collision is imminent it turns red and you get an oral warning in both cases.

On the same little control panel - activate the VOR1 and VOR2 switches and the VOR's you just tuned the radios to will show at the bottom of the ND.

The ILS in Billund in VOR1 has a very limited range - so you will not see anything until the approach, but the ODN VOR/DME in VOR2 reaches 195 nm out and will show shortly after takeoff.

The panel also has a row of push bottons. When activated they will show various information on the ND like airports, wayponts and estimatad time of arrival at the waypoints on the flight path. Experiment with them yourselves.

Autopilot

Set speed to V2 + 20, that will be around 165 kts

As we are not flying with ATC you can set altitude to the cruising altitude, 18.000 feet

Autobrake: RTO

Flaps: 5

F/D: On

A/T: Arm

Lights: On (lower part of the overhead panel)

Press Q on the keyboard and the sound is back.

Takeoff

There will probably be an alarm light on the panel. Press it to turn it off.

Racing down the runway, look at the speed tape in the PFD. The V1 and Vr will come down from the top. But you will get oral warnings at 80 kts, at V1 and Vr - rotate and V2

After liftoff aim at a 15 degrees climb

Retract gear when you have reached positive rate of climb

Activate AP - the first of the two CMD buttons to the far right in the auto pilot panel.

Activate LNAV (lateral navigation) at 400 feet agl (above ground level)

At 800 feet activate VNAV (Vertical Navigation)

Retract flaps as usual (when the little green 1 and 2 pass the center of the speed tape.)

Climb

In the top of the PFD you will see written in green: N1 LNAV VNAV SPD telling that the flight is progressing as entered in the FMC.

In the top of the engine screen there will be a green R-CLB - restricted climb

When VNAV takes over it decides the speed no matter what you entered in the MCP

On top of the speed tape in the PFD it will say 250 (kts). When you pass altitude 10,000 it will change to 315 according to the values shown on the LEGS page in the FMC and the aircraft will accelerate.

In the ND you will find a green t/c on your flight path close to waypoint CH371. It indicates the point where the aircraft expects to reach cruising altitude.

You will hear a bell when you reach an altitude approximately 800 feet below CRZ ALT.

You might get a fuel warning.

Go to Aircraft in FS9 - Fuel and payload - Change fuel - set center tank to 40% - OK

The fuel alarm disappears (this is tanking in the air)

The green arc crossing your flight path also indicates where planned altitute will be reached.

I find it of little use as its behaviour is rather unstable.

Just before reaching CRZ ALT the green messages in the top of the PFD change to FMC SPD LNAV VNAV PTH. I am not sure which effect this has.

I assume you are familiar with OPTIONS - SIMULATION RATE.

I normally fly long even legs with 2 x speed.

Cruising

At the end of the cruise phase there will be a green t/d meaning that you now start the descent.

Prior to crossing it you will hear a bell and there will be a message in FMC: RESET MCP ALT (MCP is the same thing as autopilot)

Change altitude to 3000 feet - you are probably not going to use this setting since you will be approaching by means of the APP function that will follow the glide slope to Billund Airport no matter what other entries you have made.

The message in FMC disappears

Each time I also get a warning about the air conditioning which I ignore by pressing the alarm light.

Descent

When the descent starts a vertical indicator with a magenta diamond shows up in the right part of the ND telling where you are vertically compared to where you were planned to be.

It is rather good-natured and normally finds its way to the center.

Our flight level over waypoint ODN is planned to be at 15000 feet with a speed of 315 kts.

The next waypoint is RIDSI that should be passed at 250 kts, altitiude 10,000 feet.

On the path between ODN and RIDSI you will see a little green circle. That's where FMC has planned to start decelerating from 315 to 250 kts.

Approach

We should now start preparing for the landing. If you havn't planned it because you didn't have the information about which runway to use when you loaded FMC in Copenhagen - it will be here you enter the data in DEP ARR after ATC in Billund has informed you. We know that we shall land on runway 27 so the only thing you have to do is to set the autobrake as you like and to find out the proper appoach speed.

Press function key PERF INIT in FMC

Line select 6L <INDEX

Line select 5L <APPROACH and you are on the APPROACH REF page.

It tells you:

1) Gross weight is 61.5 tons which is within the limits for landing

2) Rwy 27 in Billund is 10,172 feet or 3107 m long

3) ILS is set to frequency 110.70 - tune both nav radios to 110.70

4) Runway direction 269 degrees - set course an heading to 269.

5) Approach speed at different flap settings.

As far as I know a B737 will normally use flaps 30 for landing

Line select 2R and 30 degrees flaps and approach speed 144 kts will be moved to 4R.

I don't know what effect this has.

In 5R you will see a wind correction of 5 kts. This means that you have to add 5 to the panned approach speed i.e. 149 kts

Remember 149 knots as you will need it later on.

If you have set the traffic to a high value there is a chance you will be forced to go around because of arriving or departing aircraft. To make sure that you can land as planned you could do this:

Chose OPTIONS - SETTINGS - TRAFFIC and set the Air Traffic Density to 0.

Move it back when you have landed so that you don't have to taxi to an absolutely deserted airport.

Press function key T (for throttle) on the panel

Move the speed brake lever to armed. A green SPEED BRAKE ARMED will light up just over the ND.

Press T to hide the throttles

A bell rings and there is a message in FMC: DRAG REQUIRED

I have a letter on my key board assigned to this function SPOILER EXTEND/RETRACT

I cannot activate the Spoiler lever in the Throttles panel - only by pressing my letter on the keyboard which I now do.

When the message disappears in FMC press the letter again to retract them.

I cannot retract the spoilers this way on my computer - only when the aircraft is sitting on the tarmac - but I can go to the throttles panel and push the lever back to armed.

The magenta diamond in vertical ILS glide slope scale is now visible.

Ignore it as we are supposed to creep under it and not to intercept it until we reach it from beneath.

You might want to change the range on the ND to 20 or 10 nm to better follow the progress.

Extend gear (speed must be lower than 270 kts) and gradually the flaps

Coming down from the top of the speed tape in the left side of the PFD there will be a number of small red boxes.

When they reach the center marker there is no room for further flaps. As the speed is reduced they will move upwards and you may set further flaps.

When the magenta diamond in the glide slope scale on the right side of the PFD gets close to the center mark press APP.

The VNAV function stops and SPEED lights up

The speed setting is no longer taken from FMC but from the autopilot (MCP) but is left to you to decide manually

The information at the top of PFD now says: MCP SPD VOR/LOC G/S indicating that the auto landing function has taken over.

You must now engage the second computer at 1500 feet AGL (radar altitude), CMD B, to execute an autolanding.

There will be a yellow SINGLE CHANEL until both radios are active.

Then you will see a grey FLARE at the top of the PFD. It turns green when the aircraft actually starts to flare - about 50 feet above the threshold.

I set flaps to 30 and reduce the speed to the approach speed of 149 kts and make a perfect auto landing.

I have made this short flight with the three different aircraft. I don't think that any of the FMCs would pass a test for use in real life. Of course you make mistakes - but don't blame yourself for all of the errors. I firmly believe that none of the programs are perfect and still need a lot of testing.

Here is my rating. Do not consider it an expert's opinion - rather a users experience flying by FMC. I admit that I may have missed something in the manuals.

Wilco's Pilot In Command Boeing 737

I would expect a speedy update. It has so many bugs and behaves so strangely in many ways that I never succedeed accomplishing this simple flight. It made a lot of wild movements to stay on the flight path. It suddenly went in to totally unexpected 360 degree turns, it would not line up with the runway so it could only be landed manually.

It came with a very thin manual and you had to spend an extra $15 to get the manual that rightly should have been included in the package.



Level-D's Boeing 767

By far the best. The developers seem to have done their job well. Very stable and predictable with few errors. The one I feel safest to fly.

Where is the N1 function in the FMC?



PMDG's Boeing 737

Not bad at all. But if you have followed this tutorial you will see that an early update would be appropriate. It still has quite a few surprises. In spite of all the errors it was, however, possible to execute the flight as planned by means of the FMC.

The FMC's are very much alike. So if you can handle one of them you would have no trouble switching to one of the others.

Conclusion

This little tutorial only covers part of all the functions available in FMC. Depending on the response to this article I might want to make a second and more complete edition later on.

I would be glad to hear from anyone who have found the tutorial useful. I would especially welcome corrections to misunderstandings or answers to the questions I have had to leave open. And suggestions how to make possible vague instructions more distinct.

But please don't ask me for support. I simply don't know enough to help you.





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April 25, 2007

FSX - How to be a Repainter

How To Be A Repainter Part One

By Alejandro Hurtado (9 August 2006)

As a daily reader of the FlightSim.Com news page, I get to know about the history of pilots comparing real and simulated world, new scenaries, new payware planes and new computer information. I enjoy it, and every day I check for new articles to read.

But I feel that there are some parts of the flight simulator world that aren't reflected. One is the modelers area. Another is the repainters area. The scenery makers area was recently covered, and there was a recent triad of articles about the plane modeler Mike Stone.

But in general these parts of the flight simulator world are dark ones. Maybe you, the "just fly" simmers, believe that to make a plane is just to take a 3 view drawing and scan it to obtain a fully flyable plane. And to paint a plane, you just need to take your scanner, go to the airport and apply it over the real plane.

As a long time repainter, I feel I can give you some impresions about the art of converting a small picture in a magazine into an "almost real" flight simulator plane. I have planned a series of articles, with this being the first, about how to repaint a plane. The next ones will be:


2 Pick your model and request permision to repaint

3 "Ready to Fly" files against "Textures Only"

4 Fantasy or real, newer or vintage

5 Drawings, pictures and history of the real plane

6 Painting and weathering a plane or seaplane

7 Uploading the file and some history after the release

Of course, I have mentioned above three areas without cover. I'll be happy if some modeler and some scenery maker agrees with me and releases another series of articles about his part of the hobby.

And maybe there are others areas that you, the "just fly" simmers, or another repainters, want to know.





How To Be A Repainter Part Two

Pick Your Model And Request Permission To Repaint

By Alejandro Hurtado (12 August 2006)

What does it mean that you should pick your model before you find a picture of the plane? Aren't you supposed to first find the pictures and later find the model?

Well, no. To find first the documentation is like the joke of the bride who is testing her wedding dress and says: I have the dress, I have the church reserved, I rented the party house, I just need to find the man.

But first of all: what is a model? And what is a repainter?

For "just fly" simmers, a model is the totally blank plane, without colors. Have you seen when you load a complex plane that before you see the colored plane sometimes appears a white form of the plane? That's the model. It is the form of the plane, its weight, its power, fuel, speed, everything except the colors. When a modeler releases a plane, he includes one or two basic paint schemes, usually of a big airline or a big country air force, if a military one.

A repainter is someone who takes this model and adds another color scheme to the plane. Let's take one of my favorite modelers, Mike Stone. He released his Boeing 727-200 plane with the colors of Air France, Alitalia, Condor, Eastern and Piedmont. I have released repaints of this model in seventeen colors, from the wery well known Alaska Airlines to the almost unknow Pride Air. By the way, I just discovered recently that Mike only allows "ready to fly" planes for virtual airlines. The rest of us must conform with texture only repaints, but we will talk more detailed about this in the next part of this series.

In a perfect world you can find any model of any plane you want. But in the real one, some flightsim plane models just don't exist. I'm still searching for a good CN-235 freeware model to repaint.

Freeware? What's that? Well, there are two different kinds of models: payware and freeware. The first one must be bought, and its repainting is limited; as you can't distribute a payware model for free, you are limited to the people who have bought the package and liked it and see your repaint and know how to download and install it.

The second group, freeware: it's free, OK, but the modelers not allways want someone else to do anything with their work. They, as authors of the plane, can authorize or not to other people to make repaints. Let's say that each model is like a child of its author: you can't go to a father and tell him: "I just met your daughter today and I want to take her to the beach this weekend". The list goes from Shigueru Tanaka, who does not let anybody make repaints without written permission, to iDFG or Robert Versluys, who include a written authorization for repainting their planes.

And, of course, not all the models are good. I know at least one model which is so badly made, that you can draw a straight line, and the line is displayed like an "S".

That's why you must search first the model, and later think, with this model, which plane can you paint.

And request permission? Very important. Some models don't specify if the author allows repaints or not. So, you must send an email requesting permission, and must include the permission with the finished plane you release. If not, the modeler can write to the web site where you uploaded your job, and request to remove it. And worst, if he gets upset, he will never release another model. So, if not directly specified, PLEASE request permission. Many of them will give it to you.

Another kind of permission you must have is the one from some airlines, as American Airlines. You can't release a repaint of its planes without informing the company and without a notification telling that you have nothing to do with the company.

Well, enought for now. In the next part, we will talk about "Ready to Fly" files against "Textures Only" ones.

How To Be A Repainter Part Three

"Ready To Fly" Files Against "Textures Only"

By Alejandro Hurtado (17 August 2006)

Let's start with definitions:

For "just fly" simmers, "Ready to Fly" means a file that you can just unzip into the ..\aircraft directory and the next time you load Flight Simulator, the plane is in the list. Even easier, there are utilities like FSAOM that can automatically install this kind of file.

"Textures Only" is a file that must be assembled, or added, to the original plane. You must find the file ("base model") released by the modeler (and that's not always simple), install, copy the textures folder inside the original plane folder, modify the "aircraft.cfg" file, change the textures folder name and pray for the result to work. [Please note that there are tutorials to help with this sort of thing.]

There are two good reasons and two bad reasons for "Textures Only" repaints. The good ones are: the resulting file is smaller, so you can upload and download it more easily and quickly, and for a modeler, the final user must download the original base model file, so his work becomes well known and very often downloaded.

The bad ones are: if you are a "just fly" simmer, and you don't know about folders, notepad, aircraft.cfg editing, renaming and another niceties, you'll never fly this plane. The second one is that sometimes the original plane can't be found. I have downloaded "Textures Only" files with the legend such as: "for the model of John Doe", but it doesn't say where to get this model or its file name. Sometimes it says: "the model is in the www.plane.plane.plane.com adress", so you open Explorer, insert the adress and get a beautiful "error 404: page not found".

I'm sure that you are now believers of the "Ready to Fly" option. I am too. But it has two problems: the first one, its size. Usually a ten megabyte model has only two or three megabytes of textures. But that's not the real drawback. The real problem is that sometimes the modeler feels that his work is not appreciated, that his original file and texture are not always known. There is at least one file where the repainter put the name of the real modeler but with my email adress--I protested inmediately. But the truth is that a modeler who releases his files with including permission to repaint better known than the other modeler who does not. Because each repaint with his name says that he is so good that we, the repainters, want to work with him. That a model of Mike Stone, Kevin Trinkle or SGA is so good that you can download it and start to repaint without fear of finding some big mistakes in the plane that your work is lost. And for the "just fly" simmers, sooner or later they, as us, will learn who does really good models, and in this moment he will recognize a good modeler by his name no matter if the repainter included the name or not. And, please, don't refuse the joy of a "ready to fly" file to all these simmers. We, the repainters, are aware of the great need that the virtual world has of you, and we will give you proper acknowledgement of your work.

And that's why I put on my knees every night praying that the modelers keep releasing planes giving the permission to publish repaints with the model, panel and everything included. Because the idea of all this is that the many of you, "just fly" simmers, can download and fly these beautiful planes. We, the expert simmers who know how to correct a missing gauge problem, or change a pointer from a bad panel to some favorite one, we can live with "textures only" files. But the ones who are starting to enjoy this world, the ones who will make the future of the modelers and repainters, they can't do it yet.

Well, enough for now. In the next part, we will talk about what's better: fantasy or real planes, newer or vintage ones.

How To Be A Repainter Part Four

Fantasy Or Real, Newer Or Vintage

By Alejandro Hurtado (23 August 2006)

Well, at last we are closing to the part that bring us here: to repaint a model!

On this part we are going to select the plane that we want to repaint, and how.

Usually many of us select a picture of a real plane and "just" start to do the best transformation of this picture into the virtual world (me included). But a few of us do a fantasy painting, a kind of "how will I paint this real plane if I were a rich man?"

It depends of the imagination skills of everyone and our artistic orientation. Doing fantasy models allows us to commit mistakes without problem. If you don't put the national markings in a fantasy military plane, it does not matter. In the other hand, you need to have decoration skills!

By the way, if you think that the included white, blue and red 727 (right) is a fantasy plane, it's not. It's one of the Braniff planes painted by Alexander Calder. To paint a real plane requires you to find pictures of both sides of the real thing, and sometimes up and down ones to see the wings. This plane had up, down, left and right wings totally different. But we will talk about it on the next part.

The repainter who wants to make a "real" plane, must take care of the details. He has no invention needs, but must know about weathering, shadows and sometimes he has to figure a missing part if it is not displayed on any picture.

Newer or vintage planes? Well, I do both. Each one has pros and cons. The newer planes have plenty of documentation, somentimes you just need do to a trip to the nearest airport to find the real one. But many times they are already done. That's why I always do a search on the web before start a project. For example, I was thinking to do an MD-11 from Citybird. I searched, and found one already repainted that was really good. So I downloaded it and started to search another to do.

I'll want to propose something: If you are member of a virtual airline, do first the planes of your airline. If not, do the planes of your country's airlines. Take a look: how many planes can you see in your nearest airport that are not made for Flight Simulator? About 18% of my repaints are Spanish planes, and 8% are Venezuelan ones, my two countries. Another 8% belongs to South American ones. If you don't live in USA, help the rest of us to know your country. Of course, the finished files will have less downloads, but we are not doing that for money, but for joy.



On the other hand, the older planes have less repaints. That's for two reasons: there is less documentation, and there are less models to paint over. Where can you find a freeware model of a B-26 with less than 20 MB, or a Lancastrian?. Or an O-400, passenger version? If you want to do vintage planes, and find a model with permision to repaint and release as "ready to fly", it's a gift! Tell me! About the documentation, I have two or three tricks to find it, but I'll tell you on the next part.

The vintage planes, just because there are difficult to find, have the charm of old things. Not just to fly it, but to see how the old things were done. Of course, there are some planes that are new and old at the same time: the museum machines, especially the flying ones. One of my repaints is the P-51D that flew in the movies "The Empire Of The Sun" and "Memphis Belle". It's an old or a new one? Or one PBY-5A Catalina that was converted to a water bomber and was being sold on the Internet the last time I checked it.

Of course, you are not obligated to paint your planes in the standard, always the same airline colors. Sometimes, especially on an anniversary, or Christmas time, the airlines change the decoration of their planes. It happens too with the military ones: almost every air festival or Tiger Meet the planes wear special decorations that never repeat again. And sometimes, when an airline rents a plane to another, the resulting painting is a mix of both decorations.

Really, it does not matter what kind of repaint you want to do as long as you must have done your selection by now, and you must be eager to start to put colors on the screen of your computer. We are almost there, because the next part is to find drawings, pictures and history of the real plane.



How To Be A Repainter Part Five

Drawings, Pictures And History Of The Real Plane

By Alejandro Hurtado (28 August 2006)

Once time long ago I bought a karate book and, inmediately after the introduction, I found the next phrase: "If you are no able to run one kilometer without stop, don't keep reading this book".

Well, if you are a fantasy repainter or you don't care if a plane is Swedish or Chinese, just forget this part and wait until I release the next one.

I'm supposing that you have, at least, one picture of the plane. Is it enough? No, never. Almost every plane has differences between port and starboad side. And, if you can see all the fuselage paint, it means that you can't see the wings. Let's do an example with the Boeing 727. Have you noted that a well documented picture never says 727-200? It says 727-212, -2Q8 and so on. That is because every airline orders its planes with slight differences: more or less bathrooms, kitchens and seats. So, if you count the windows between the back door of the plane and the engine, they are not always the same. And the 737-800 has an air intake and two cargo doors on the starboard (right) side, but not in the port (left) side.

Another reason to have more than a picture of the plane is the time and weather. Wet planes are darker that dry ones. I remember, when I was doing my Swisswings Do-328, that all pictures showed black letters and grey lines... except one. This was the only one taken on a sunny day. The others where all taken on a cloudy day. Wet planes often seems more glossy than dry ones. This is a thing you must take care when we talk about military planes. Many European fighter pictures are taken on rainy days, and even a matte Bf-110 seems to have its alpha channel high. A good place to find pictures of modern planes is www.airliners.net but remember that you can't put the pictures inside the finished file, because they are copyrighted. Of course, it's not the only web site, there are others. Another good real place is your local airport. Also, the airlines' web sites, the planes magazines, etc.

Remember to check if the airline includes the register code of the plane on the wings. Some do, another don't. Some of them even paint the wings instead of leaving it bare metal. The military planes include country identification on the wings... some only two, some four. But there are Sudafrican planes that don't have any.

The search for vintage aircraft is different. You can find pictures and side views on the historical sites. Sometimes also in plane magazines and old books. But another way to find information about vintage aircraft is to buy a scale plastic model. They include many paint schemes and the plane is displayed very detailed and by every side. Let's say that they did the investigative work for you.

Usually you can finish with many pictures of the plane from different years, from different places. On WWII, for example, the winter camouflage was very different from the summer one, even with the same plane. Even in the same squadron each plane had different camouflage. Here is when you must choose which plane, or how many planes, you want to do. Yes, you can do more than one.


One thing I like to do, when I can, is to follow a specific plane for many years, and release different repaints inside the same file for each change of paint, or each airline it served. It's funny to see that sometimes a regional plane travels all over the world in a few years.

And here is when the history of the plane is important. Maybe some of you know why a particular 767 is know as "the Gimly Glider"? Or know there is actually the third prototype of the Boeing 727-100?

Many of you had downloaded the "Memphis Belle", but there were two of them. The real one, and the plane of the movie. The pin-up girls were different, and the real one had dark green stripes over the wings, elevators and upper fuselage. A famous P-51D is called Cripes A'Mighty, but there was a P-47, a P-51B and two P-51D's called Cripes A'Mighty and flown by George Preddy. Also, today exist a P-51D in flying state called Cripes A'Mighty.

Another good source for information is...www.flightsim.com, of course. The plane could have been done for FS5 or FS98. I never do a repaint that was already done less than six years ago, but it's always worthwhile to search for similar or older files.

So, take your time and find so many pictures and history of a particular plane as you can. If don't, find pictures of similar ones. And if don't, well... do your best.

Enough for now. The next part of the series is "Painting and weathering a plane or seaplane". Any question, you can send me an email.



How To Be A Repainter Part Six

Painting And Weathering A Plane Or Seaplane

By Alejandro Hurtado (2 September 2006)

At last! We are ready to do what brings us here: to paint a Flight Simulator plane.

I'm supposing you are going to repaint an FS2004 (FS9) plane. In the old FSFW95 days when people didn't use things like cell phones and there were advanced devices like Betamax and music casettes, the texture files were stored in a special format, called *.*af files. The repainting was done using TEXCON01 to convert the *.*af files to bitmaps and back again. FS2000 was easier for the repainters: its planes used normal bitmaped files, and could be modified even using Windows Paint, as did at least one repainter. Today, we use extended bitmaps with alpha chanel. Alpha is the reflection chanel. The metallic parts are more reflective than the tires, for example. I use the DXTBmp program to convert the files.

I know you must have selected your model and the pictures of the plane you want to do. I was preparing a long discourse about the tools, steps, kind of files you must open, alpha channel and so on. But I realized that there are a lot of manuals about how to repaint that do just that, some of them on FlightSim.Com. Of course, if many of you request me to detail this part, I'll do. But I think that, reading the manuals, and knowing how your graphics editor works, the only thing you have to do is try, fail, retry and succeed. To give you a detailed example of how to do an specifical repaint with specifical tools, will be like Tony Vallillo (the one from Golden Hawaii and anothers) giving you the pre-flight checklist and tell you how to kick a tire. So, I decided that the main purpose of this series of articles is to give you ideas, motivation and clues about how to be a repainter.

We are going to talk here about weathering. Weathering is the art to simulate that a virtual plane is real and has been used. To weather a new virtual plane you just must take a virtual hose... guess not. Any plane has its age, but we must take care about what age we want to show. Once I saw a plane in demonstration colors, all rusty and full of water streaks. The detail was that the demonstration planes never get rusty, because they are kept clean until they are sold to an airline. It's something like to paint cargo containers on the Titanic deck.

There are four kinds of surfaces: metallic, fabric, painted metal and composites. Each one must be painted different.

Fabric is perhaps the most easiest to paint. WWI planes and many of WWII were made of fabric. There were no junctions, or speed lines. And you can even simulate the ribs, painting diffused darker lines. Of course, the only way to do a perfect simulation is to look at real pictures. For example, if you find pictures of B-17, DC-3 and other American planes of WWII, the skin was metallic, but the control surfaces were fabric covered. The fabric gets cleared by the sun, but only the upper surface, of course. It's usual to paint invasion stripes on these planes, but remember that many transport and bomber crews felt that it was too easy to see and removed the upper stripes, leaving a mix on metal, camouflage and black/white areas on these zones. I said there were no speed lines, but the engines dropped oil, so we must do darker, defined lines and stripes leaving from engines, cartridge exits and carburators and following the airflow. It means that the line is curved on the fuselage over the wings, for example.

Painted metal and composite surfaces is more difficult. Usually they have no oil streaks. But any airplane, even the newer, has darker lines where the junctions are. There are very diffuse lines leaving the joining line in the airflow direction. If the plane is small, you can even paint the screws. WWII planes, fighters, regional jets, they all have screws that can be displayed following the junctions. On the wings, the area after the airbrakes has darker airflow lines than the fuselage, due to the air resistance and the water that can be stored here. And the engines near the fuselage, as is the case of DC-9 and 727, can have a long, teardrop darker zone caused by the burned fuel. In the case of military planes, the reverses creates another darker zone, as is the case of many Tornado's tails.

On the seaplanes, the flotation line was green, due to algae, but the submerged surfaces were clean, because the running water removed all the dirt. And a seaplane, even in war time, spends many of its time docked, specially on rainy days. So usually there are no high speed marks, running horizontally (after all, the PBY Catalina was so slow that the crew used a calendar instead of a clock to reach the meeting points). The seaplanes had rust zones falling from windows, junctions and struts. And the places where the anchors and ropes scratched the paint had metal streaks. Many seaplanes had metal scratches on the base of the doors, due to the difficulty to board the plane. Again, be careful with the kind of plane: a CL-215 or a PBY waterbomber has no rust. They had smoke streaks, dark and diffused, running through the wing-engine junctions. Again, watch some pictures.

The bare metal surfaces are the most difficult to do. You must remember that there is not a "metal" color. There are metallic colors: copper, aluminum, steel--each one has its own color, from clear grey blue to dark gold. Here is where a repainter must look closely at the original pictures and decide which base color has each part of the plane. Usually the wings and fuselage are composed of some different parts, each one with slighty different metal color: airbrakes, krueger flaps, cargo doors, wing roots.

Plus, the metallic surface has junctions, sometimes has oil leaks, and very often screws. You must combine everything you have learned. And you must do something new. The metallic surfaces are never monochromatic. They allways have myriads of parallel lines, each one of slighty different color from the adjecent. To simulate that, I use two methods: to copy a small piece of the original picture inside my work, file, and duplicate this bit many times, or to generate random points and distort the result into long lines.

Of course, you must add the speed lines to the result. No mather than the "just fly" user never sees the plane closer to detail the work, no matter that the alpha channel emulates the metal by a higth reflex, a good metallic repaint must have all this.

Do you see why any repainter specializes on a few models? Because the most difficult is to find the right amount of dust, junctions and detail for each plane. Sometimes I include help files for repainters inside my creations. If you look on my Air One Boeing 737-800, you'll find a texture for a white fuselage, with all the weather marks but without any airline decoration.

But I must confess that I don't follow this rule all the time. After all, it applies for aged planes, and I like to do newly painted planes. Even if you want to paint a plane as was painted in February 1985, it doesn't mean that you must put twenty years of dirt over the wings. Just paint it as was on April 1985. And remember that the main thing that brings us here is the joy of doing something beautiful and sharing it with all the flightsimmer community.

Another difficult point about repainting is the use of the "cut and paste" skill. I, as many repainters, used to cut the airline logo and paste it on my work file. It happens especially on the tails. If you see, or download my Air Europa's Martini repaint, you'll see that almost all the fuselage and tail were made using the "cut and paste" method. Does it means that I just scanned the picture? Never! The pictures used to have shadows, as for example on the fuselage under the stabilizer, on the tail surface if the plane is a T tail shape and the engines if they are underwing. So, if you just copy a picture and paste it on the work file, you'll have something similar to roll a picture around a trunk: everybody sees that something is very wrong. In this case, I had to cut the pictures bit to bit, correct the distortion due to the perspective (it made the doors near the far end of the plane seem curved), adjust to the windows of the model and correct the tonality and light of the picture to match the one I selected. Plus, very frequently you must repaint over the pasted zones to homogenize the colors and remove the original reflections. And a warning: some models are not 100% accurate to the real planes: sometimes the wings have slighty different angles, the tails have slighty different shape... you don't see it until you try to make fit a cut tail image over the existing guide. I don't blame the modelers: they sometimes start to do their models with a 3D view that will be a few centimeters long. As I said in the first part of this series, I'd like to read a "how to be a modeler" article.

The next and last part is how to upload the finished file and some history after the release.

How To Be A Repainter Part Seven

Uploading a File And Some History After The Release

By Alejandro Hurtado (13 September 2006)

Here is the pain and suffering. I remember something similar when I read "The Divine Comedy". Why? Because when you finish a plane and release it, the plane is no more your plane. It's just one more of thousands of files in a database, and you must rely that it will defend itself. How? Well, we will see it soon. But first, for "rookie painters", what is needed for a successful upload?

First at all, the modeler's permission. It must be included for the reasons I wrote on the second part of this series. It is usually included on a file called something like "readme.txt"

Second, a file name. Some web sites request that the name of the file has to be no more than 8 characters long, So you must "compress" the model and identification of your plane in such a little space. I use the first four characters for model identification: d328, b727, p51d and so on. The next two characters are "ah": Alejandro Hurtado. And the last two are just a sequential number. So, my Boeing 737-200 from Avior Airlines, the same that I boarded few years ago, is called B737AH49.ZIP. My very detailed Dornier 328 from United Express is called D328AH75.ZIP. But, if you are going to use my method, please change the "AH" by your own initials!

Third, the file_id.diz file (Full details can be found here.). It's a text file telling the plane's name, modeler, repainter, version of Flight Simulator and a brief description of the repaint. And if you want your file to be downloaded, try to do it well. It's not the same to say "Boeing 727 prototypes" as it is to say "Do you know how many and how were painted the prototypes of the Boeing 727? And where are they today?". The second is a more attractive and interesting description, and tells to the "just fly" simmers that you know what are you talking about. This description must be attractive, short and yet include all the relevant words that a simmer will search. For example, if you had made Finnair Santa Claus MD-11, include the words "special Christmas" in the text, or nobody will find it. Let's say that this is the presentation card of your artwork, or the first weapon to make this file to success.

Fourth: the attached picture. It's the second weapon you must give to your file for self-defense. You must include a picture good enough to use as wallpaper, but so simple that it can be understood and liked with the small size that the web sites must use to publish it. I have a wonderful picture of a B727 flying inside mountains with an Alaskan thunderstorm, but if you reduce it, then you can't say to which airline it belongs.

Fifth: Another obligatory file is the installation instructions. It changes depending if you made a "textures only" file or a "ready to fly" file. It usually is a text file called "readme.txt". You don't need to reinvent the wheel, just read the installation instructions of another plane and copy them to yours. Plus, you can include in this archive any other information you believe is important: plane handling, airline information, history of the real one, etc.

Sixth, the results of your work: if you made a "textures only" file, a folder called texture.x; if you made a "ready to fly" file, include the four folders (panel, texture, sound and model) and two files (aircraft.cfg and model_of_plane.air) that the plane needs to work. Of course, there can be an effects folder, a gauges folder, and another textures folders. It's not so difficult because all these extra folders must have been included in the original plane. I'm not being more specific because, remember, there are manuals where you can read the detailed specifications (FlightSim.Com offers tutorials on installing complete aircraft here and repaints here.).

So, once you made a zip file with all the previous parts included, you can upload this. Just pick your favorite web site, hopefully www.flightsim.com and another one if you want. There are sites where your artwork can have a score, there are sites where the downloads are counted, there are national sites and there are dead sites.

And here is where we the repainters begin to suffer. When you released your repaint and a flightsimmer says "beautiful plane but slow". Well, thanks for the beautiful, thats what I intended, but a PBY-5A has a "never exceed speed (Vne)" of 173 kts. It can't be supersonic! Sometimes one of your better creations receives a bad evaluation due to installation mistakes. Sometimes the web site where your file is stored suffers a crash and all the counters are reset.

But not everything is bad. Many days you receive emails from people who like your creations. And from any place of the world! You can have friends from Panama, Austria, Spain, UK, Aruba... A few days ago I met an air hostess and she was interested in me! (Well, being a blond man with green eyes helps a lot.) And many of the feedback and ratings are wonderful. Thanks, thanks, thanks.

Another reward you can receive is when you do a search on the Internet and find your files on other web sites. It means that someone downloaded your artwork, liked it and uploaded again to another place. Sometimes a virtual airline selects one of your planes for its fleet. It is better for me that a 10/10 rating, but not better than a email.

Of course, it can happen only if you do a good job. As I said before, I am making these for joy, but once you decide to release a file, it's a matter of self esteem to do your best to release a plane as good as you can do, given the proper family, real job and time limits. Because the third and last weapon you give to your file is your reputation. Because I want that anybody who downloads one of my seventy plus files can feel that I did the best I could.

It includes doing fixes when something was wrong. Sometimes, even doing your best, there is a mistake: the color of a shadowed part of the plane was different, the flight dynamics are improved... then do a fix, and release it. A fix must have the file_id.diz and the installation.txt files to help "just fly" simmers to correct the mistake.

I could include many other things that you would be interested to know, but I don't include them in this series. When I start to receive feedback from you, the readers, I saw that many of you believed that the name of this series was "how to paint". But I don't want hundred of repainters using the same method. I want people trying, inventing, looking for ideas and improving the work done for many others, me included.



How To Be A Repainter Part Eight

Practical Exercise: Painting For Dummies

By Alejandro Hurtado (19 September 2006)

Well, I surrender. I received so many emails requesting a practical example that I decided to release this one.

How to start? First, download and install a file called DXTBmp. Second, download Mike Stone's Fairchild Metro 3 (SMETRO3.ZIP). Install the plane in your flight simulator's aircraft directory. There are some files and a folder that don't install in the right place, so must be hand moved. At last, the result must be same as the one I present here. Searching in the aircraft folder you must have five folders and two files inside the "metro3" folder. Now, copy the content of the texture.1 folder to a new folder called texture.x, and inside, create another folder called "help" or "ayuda" if you are Spanish fluent.

Before we continue, we must choose the new texture we want to do. I selected a plane used by Lynx Air International in June 2001. The next step is to enter on www.airliners.net and search a Metroliner 3 with the registration N892MA. There is just one picture.

The next step is to open the "texture.x" folder. There are 27 files, all except one distributed on pairs. Each pair has similar names, but the first finish with _l, and the second with _t. "_l" means "Light", the illumination when it's night time. "_t" means "Texture", and these are the only ones we are to change. So we reduced the amount of files to work from 27 to 14. The unpaired one is called propdisk_t.bmp, and if you click on it you'll see the image of a spinning prop. We don't need to change it. Tire, prop, gear and main wheel and nose wheel don't need to be changed either, so we reduced from 27 files to 8.

Now open DXTBmp, load extended image, go to ..\aircraft\metro3\Texture.x, and select cowls_t.bmp. You'll see two gray rectangles with some horizontal and vertical stripes.

The little rectangle up and right is the alpha channel, the "reflection" channel. Select Alpha, Export Alpha Channel and save inside the "ayuda" folder as a_cowls.bmp

Select File, Save 24 bit Image and save inside the "ayuda" folder as cowls. Do the same with the other nine files. It doesn't matter that some of them are only white rectangles.

When finished, exit DXTBmp and load your favorite graphics editor. I use an old "Photostyler 2.0" acquired with my first hand-held gray-scale scanner (and I'll not tell you my age, I'll just tell that I don't feel good dating teenagers).

Once inside your graphics editor, go to the "ayuda" folder and open cowls.bmp. If you look carefully, you'll see that the same pattern is repeated three times: One for the outer left cowl, one for the outer right cowl and the last for both inner cowls. Looking at the picture of the real plane, the only change we need to do is the color of the cowl. Pick the color from the picture, and paste on the cowls.bmp file. Remember what I wrote about metal surfaces? Use the brush to apply slightly darker and lighter zones with fast horizontal movements, but protect the darker join lines to prevent covering them. Make changes on the transparency and diffusion of the brush.

When finished, save the file and load DXTBmp. Select File, Load normal image, cowls.bmp. Click on Alpha, import alpha channel, a_cowls.bmp

Now select File. Save as extended Image, DXT3 with Alpha, over ..\metro3\texture.x\cowls_t.bmp.

Surely you will want to see if you did it well, but if you load Flight Simulator, you'll see the original grey cowl. Why? Because the FS doesn't know that there is another texture. How to tell it?. Go to the ..\aircraft\metro3 folder and open aircraft.cfg (if the .cfg extension is not assigned to any program, assign to Notepad).

This is the first part of the file:

[fltsim.0]

title=Fairchild SA 227AC Metro III

sim=metro3

model=

panel=

sound=

texture=1

kb_checklists=

kb_reference=

atc_id_color=0x00ffffff

atc_id=N700MS

ui_manufacturer=Fairchild

ui_type=SA 227AC Metro III

ui_variation=Northwest Airlink

description=The elegant King Air is a high-performance, pressurized-cabin, twin-engine turboprop airplane. Most often employed as a corporate transport, it usually seats from 9 to 11 (although it's certificated for up to 17 people). Many a young pilot has stepped up from more lowly positions to corporate flying in the right seat of a King Air. Piloting the beautiful Beech is a logical transition into the more complex world of turbine engines and larger aircraft. See the Aircraft Information section of Help for tips on flying this aircraft.

atc_heavy=0

atc_airline=Northwest

atc_flight_number=

atc_id_font=Verdana,-11,1,600,0

visual_damage=0

atc_parking_types=GATE

We are going to copy this, and paste above. Then, we are going to change the COPY, not the original one. We must write the next:

[fltsim.1]

title=Fairchild SA 227AC Metro III N892MA Lynx Air

sim=metro3

model=

panel=

sound=

texture=x

kb_checklists=

kb_reference=

atc_id_color=0x00ffffff

atc_id=N892MA

ui_manufacturer=Fairchild

ui_type=SA 227AC Metro III

ui_variation=N892MA Lynx Air

description=The Metro can trace its lineage back to the original Swearingen Merlin I executive transport. From the Merlin I Swearingen developed the turboprop powered II and III which were to form the basis of the new Metro commuter airliner. The Fairchild Metro III is used extensively around the world on short flights between cites. It provides exceptional speed for a twin engine prop aircraft, but is reknown for its challenging handling.

atc_heavy=0

atc_airline=Lynx

atc_flight_number=1225

atc_id_font=Verdana,-11,1,600,0

visual_damage=0

atc_parking_types=GATE

Be sure to include the "x" on the texture line and the "1" in the first line. Now, if you have done all right, save and load Flight Simulator. There will now be two entries under Fairchild Metro III: N892MA Lynx Air and Northwest Airlink. Load the first and you'll see your new cowls.

Now follow the wings and stabilizer. Load your graphics editor, and load the file stabs.bmp. If we look at the original pictures, we can't be sure about the stabilizer and wing colors and markings, but we can imagine that they are metalic and without lettering (do you remember what I wrote about never use only a picture?). Repeat the same steps: same color, same effect. Or just cut and paste from your cowl texture to your wings and stabilizer textures. Or find ideas from another painter. That's why I prefer that any of you can do your own tests.

Once you finish wings and stabs, use DXTBmp to reconvert, load Flight Simulator and check the result. Someone says that we the repainters can be identified because we don't remember how to liftoff a plane. (Ja, ja.. er... how is it?). I'm including a picture of our half made plane: our new wings but still with Mohawk fuselage. I have good news: If you did it well, the next repaint of a Metro III that you want to do, you'll not need to do wings, cowls and stabilizer again. So we reduced our 8 working files to 4, maybe 5 if our next plane has the cowls painted.

The next step is to change the tail. Edit tail.bmp and remove both color stripes and the name "MOHAWK", but remember to include the black line that was covered by the logo. One of the reasons I like Mike Stone's planes is because he includes a folder called "base textures". It contains all the textures before any decoration, just parts and joins. So if you had some doubt, open the "base textures" folder and load the "tail_t.bmp" file. Once you are finished, load "a_tail.bmp". Do you remember that this is an alpha channel? There are no colors, just gray scales. Remove here the "shadow" of the logo and save.

Spin.bmp is the spinner, the propeler cone. Just use here the same color used on the cowl. Nose door is white, with the number 892 on both rear sides. Try changing places and sizes until success.

And, at last, the most difficult texture: the fuselage one. We will start removing the two red stripes and the name "Mohawk", but it will be easier just loading the base texture called fuslg_t.bmp and working with it. We will start cutting the Lynx painting under the "real" cockpit. Cut it and paste on the fuselage texture. Of course, you must resize and clear until you reach the right color and size. Again, try and try until success. I did the curved line and the two written lines on the main door, too. And the green zone on the fuselage. As we don't have windows references, we must guide by the junctions of the fuselage. Don't expect to do it right the first time, just try, convert and see the result on FS.

Here is the plane when I did the first test. The green zone has the right position, but the door knob and the logo under the cockpit are badly located. The emergency exit is too narrow. So I had to continue to test, move and resize. By the way, I pick the green color taking a square between two windows, and diffusing the color heavily. The result was the right color to use.

Once the Lynx logo, the door and both green and blue stripes are correctly placed, the only thing to do on this side of the fuselage is the registration. I used an special font called amarillousaf, which is normally employed for military planes. You'll find it searching the web. I selected a similar size, stretched vertically the result and distorted laterally to obtain the left to right inclination of the registration code.

Now we have finished the port side. We can copy the result to starboard, but remember that both sides are different. Copy only the similar zones, and paint again the different ones. You'll see the resulting plane here:

And now, at last, the repaint is done. But we can't release it as is. Mike Stone allows "textures only". The remaining steps are: to create the installation file, the file_id.diz (description), the picture and finally to zip all the files and the textures.zip folder.

About the installation.txt file, I'm giving you here a simplified sample one:

FS2004 Fairchild Metroliner III Lynx Air N892MA

Lynx Air is a North American charter company with some Metroliner III's in its fleet. The Metro can trace its lineage back to the original Swearingen Merlin I executive transport. From the Merlin I Swearingen developed the turboprop powered II and III which were to form the basis of the new Metro commuter airliner. The Fairchild Metro III is used extensively around the world on short flights between cities. It provides exceptional speed for a twin engine prop aircraft, but is reknowned for its challenging handling. Model By Mike Stone. Textures only by Alejandro Hurtado. Needs SMETRO3.ZIP.

INSTALLATION:

Cut and paste the texture file, "texture.x", into your metro3 aircraft folder. ("x" being the variable assigned to the texture). Then, edit the "Aircraft.cfg" to add this header to the aircraft list:

[fltsim.x]

title=Fairchild SA 227AC Metro III N892MA Lynx Air

sim=metro3

model=

panel=

sound=

texture=x

kb_checklists=

kb_reference=

atc_id_color=0x00ffffff

atc_id=N892MA

ui_manufacturer=Fairchild

ui_type=SA 227AC Metro III

ui_variation=N892MA Lynx Air

description=The Metro can trace its lineage back to the original Swearingen Merlin I executive transport. From the Merlin I Swearingen developed the turboprop powered II and III which were to form the basis of the new Metro commuter airliner. The Fairchild Metro III is used extensively around the world on short flights between cities. It provides exceptional speed for a twin engine prop aircraft, but is reknowned for its challenging handling.

atc_heavy=0

atc_airline=Lynx

atc_flight_number=1225

atc_id_font=Verdana,-11,1,600,0

visual_damage=0

atc_parking_types=GATE

Where you must replace the "x" with the following number on the [flightsim. ] line

TERMS OF USE:

These textures are FREEWARE. You may distribute them freely provided that no money is charged for them. It may not be distributed by CD or disk. You may put it on web pages that do not charge a download fee without asking further permission.

The file_id.diz will look similar to this one, or different, as you want:

FS2004 Lynx Air Fairchild Metroliner III,

registration N892MA. Lynx Air is a North

American charter company with some

Metroliner III's in its fleet. The Metro can

trace its lineage back to the original

Swearingen Merlin I executive transport.

From the Merlin I Swearingen developed the

turboprop powered II and III which were to

form the basis of the new Metro commuter

airliner. The Fairchild Metro III is used

extensively around the world on short

flights between cities. It provides

exceptional speed for a twin engine prop

aircraft, but is reknowned for its

challenging handling. Model by Mike Stone,

Textures only by Alejandro Hurtado. Requires

SMETRO3.ZIP.

Remember, always include the name of the modeler (and yourself too).

Copy both files into an empty folder, copy the texture.x folder inside and add the screen shot of the plane that you prefer. That's how will look the new folder. It doesn't matter if you call the text file as readme.txt or installation.txt

The last step is to zip the folder and upload the file to your favorite web site. And that's exactly what I did. The result of this exercise is called txt02ah.zip which can be downloaded here.



How To Be A Repainter Part Nine

Taking Things Further

By Alejandro Hurtado (17 November 2006)

The title, of course, was taken from Boeing publicity. I must confess that I love this company: 37% of my repaints are 727 and 737 planes. With more than 3000 units of both models, many of them painted and repainted over the past decades, I don't think that any repainter can tell that it's bored of this particular couple.

But if you followed my previous articles, and if you did my practical exercise, you may have noted that it was a simple one: just for beginners. So I started to feel that it was necessary to do another exercise, this one more complex.

And I started to feel that it would be a good idea to choose a totally new model for me. After all, it will put me again at the point of examining the textures as if I were a novice repainter. To make it more real, this article will be writen in real time.

My first step was to make an inventory of the models with "open repaint policy", plus the models which I already have permission to repaint but I have never done. And I chose the Douglas DC-8-60 model. Why? First, it's almost a new plane for me. I have flown this plane before, a Cygnus Air repaint of the Historic Jetliners Group's model. The first time, I remember fighting with the autopilot all the way up and down to the nearest airport until I did the first thing anybody must do but nobody does: to read the manual.

This manual says that the 60 series are very powerful planes, and this excess of power makes it dangerous to fly the plane at full thrust except if you are climbing fully loaded or if you want to break the sound barrier and the wings (the 70 series are even more powerful). It says too that the autopilot (the panel must be downloaded apart) is a semi-half manual old-fashion device. But nothing of it is useful for a repainter. So I proceed to search DC-8 pictures. Of course I liked the Cygnus Air planes, but it was already done, so why repeat this one having so many others? After all, there were 556 DC-8's in total. The same happened with Viasa. At last, I found some good liveries.

If you remember, the first step is search the model, the second is REQUEST THE PERMISSION. So I searched for the HJG site, registered in the forums and opened a request. I had three candidates, but I requested for Arrow Panama.

Meanwhile, and checking the textures, I found that the fuselage is split into five pieces. It was necessary in the old days of FS98 and FS2000 due to the 512 pixels side limit, but not now. And the textures have alpha channel. It probably means that the model was a good FS2000 one, but was improved and updated for FS2002, and the instructions says that it works perfectly on FS2004. Will someone tell me how it works on FSX?

It does not mean that it is an old model. The planes are upgraded very frequently. It just means that an old texture can be used over a new model with new flight dinamics.

It also has a different texture for each engine. And that is VERY important for a repainter, because some airlines paint each engine differently, and if you have only one or two sets of textures, your repaint wouldn't be accurate to the original.

Hours later, I checked in the HJG site, and they wrote me that Arrow Panama was done. Same for Fine Air, and two more. After another picture hunt, I requested permission for Canarias Cargo. At this point, I was starting to think that 556 planes aren't so many planes as I believed. But, lucky me, nobody had done this livery before. I must point out to you that all the process since my first post took only 24 hours.

HJG has a very organized way to store its creations: a base zipped file, with all the common files for each version that repeats in every model, a textures only file for each repaint, three files for the panel, another for the sounds and another for the special effects. It saves disk space to the limit, and makes me feel like if I were assembling my own computer, or plane. And that's what I did, to assemble a flyable model of a DC-8-62F. I don't include the panel, sounds or effects in my finished file: it saved more than 10 Mb of space and you still can go to the HJG page and download it.

Next steps: to make a new folder inside the textures, called "ayuda" (help). Convert all the necessary textures from DXT3 with alpha channel to normal, plain and silvester BMP format. If you have some question, read again my first exercise. By the way, a reader of my previous articles wrote me about a new graphics program, open source, that permits you to work directly with DXT3 files without conversion, and many other adventages. Unfortunately, days after I received the email I had to format my machine and lost this info. But the program is there on the Internet, somewhere out there.

At this point I searched every known picture of the Canarias Cargo DC-8, and there were two DC-8's and one A300! This company was bigger that I thought. I discovered too than the company closed on June 1996, but this is not relevant. Both planes are slighty different. Must I do only one or both? Well, if I do one, nobody will ever do the other, and the additional work is small. So, the file has two textures.

Another problem is that I have six pictures from the right side, and only one from the left. It means that I'll have to guess some of the left lettering, and the tail must be made by hand.

Sixty lines above the title, and four days after I have the idea, I haven't touched the graphics editor yet. But it is like everything in life: if you want to do it right, better get ready first. Now we are ready. I loaded the fuselage nose and removed the previous livery. The texture is detailed, without dirt. But this tutorial is about advanced repaint. So I pick the base color, darkened 5% and applied over a vertical joint with an ample blush. Darkened again and applied with a smaller brush and the same again. Then, reduced the dark zone ahead of the joint, and stretched aft. Of course, I was using one of the real pictures of the plane to compare. The result was a dirty zone very similar in age and direction to the real one. As it is my first time with this model, I'm going to make a "base dirty texture" for the fuselage, make a copy apart and then, paint the lettering over. This way, my next DC-8-60 repaint will be easier.

Looking at the pictures, there are dark streaks of rust falling from the doors. It will be simulated with an eliptical brush, maybe 30 pixels high by 4 pixels width. After whitening all the fuselage and putting some dirt here and there, I couldn't resist the temptation and pasted the right tail over the tail's texture. Of course it didn't fit at the first try, but you had to look well to see it.

In my first practical example, I included illustrations of all the repainting process. At this point there are only two illustrations: one of the white plane, still with the original green engines, and another with the first texture of the plane, the cockpit section, showing the dirt and rust from joints and doors.

On the second and last part of the exercise, I'll finish all the dirt zones, the engine painting, the lettering and the tail. Surely the plane will be released by now, so you can see it published here as DC-8AH83.ZIP.

How To Be A Repainter Part Ten

A New Bird

By Alejandro Hurtado (26 December 2006)

In the first part of this exercise, we let the textures with horizontal dirt from the joins, and vertical dirt from the doors. There are more improvements we will do to this "dirty white fuselage". One of them is the shadows. Flight Simulator generates its own shadows, so the belly is darker than the upper side. But some repainters prefer to darken the bottoms even more. Maybe the big planes need more shadow than the little ones, maybe the dirty ones need more dirt down below; it's a matter of choice.

To do that, I selected the lower quarter of the fuselage texture and darkened it 4%. I selected the lower 3/4 of the darkened area, and darkened another 4%. And so on. Of course, you still can see the straight separation between each grey rectangle. So, I took my brush, and diffused the zones until each one blurred its borders. Of course, I was careful with the dirty lines leaving the fuselage junctions and the junction itself.

Another improvement is the windows. The real ones are not grey rectangles; they have shadows and reflections inside them. So, start brushing again.

It would have been enough for any other plane but the DC-8 has a transversal section like an eight, not circular. So we must put a slight shadow at the floor level, where the doors begins. Darker zones, diffused borders...

Here is the finished "dirty white" nose textures (left). As you can see, even separated from the model, it has some depth. And that's the idea. Now we can store these "dirty white" textures and use them every time we wish to repaint a DC-8-62F. There are many more DC-8s waiting to be repainted, and you can do that.

The next step was to fix the tail, resizing the cutted picture over the corresponding texture. This time we have luck, because there are no shadows to "erase". After some test and try, it was done, just the right side, because the left will be more difficult and it will wait for a while.

In the first part of this exercise, we talked about two slighty different planes. One of thes differences is the engines. EC-892 had all the engines blue. EC-GEE had two blue and two metalic engines, at least part of its life. Eventually it had all the engines blue too. In fact, if we want to reflect all the paint changes for only two planes over two year, then we must do five textures. But it's not necessary, at least I don't feel so. So let's just do one texture for each plane.

The metallic engines, as the wings and horizontal planes, can be found in another HJG DC-8-62F plane. After all, they have good painters and there is no need to reinvent the wheel. To make the blue ones, the only difficulty is to find the right tone, but we can do that cutting a square of color from one of the pictures as explained in the first exercise. A bit of shadow, and it's ready.

On this picture (right) the fuselage remains white, the inner engines are blue, and the outers are metallic. It means that we are going to paint EC-GEE first. The right side of the tail is finished.

To finish the fuselage is not difficult, but we are going to need more tricks. The words "Canarias Cargo" are big, and extend between textures F2-62F.bmp and F3-62F.bmp. So, how are we going to know the right size for the letters? The answer is to create auxiliary texture 1024 pixels long by 512 pixels high. Just copy both textures inside and start to try. There are two ways to add the company name on the textures. The first is locating the same font they used and adding the name as text. Unfortunately I couldn't find it. The other is to cut the logo from a picture, and resize over the provisional texture I created. That's what I did. Warning: a cut and resized logo never has a homogeneous color. Remember allways to fill the letters with the homogeneous, right color (left).

Of course, at this point you will be bored of paint, try, repaint and retray. Remember that it is a hobby, not a madness. I used three days to do all the things I have written after the title, and I'm going fast. I you are a beginner, or have less than ten repaints, it would had taken two weeks since the first brush... unless you be so concentrated that you have not eaten since the beginning of this exercise. If so, take a rest! There is a wonderful life out there!

After some eating, phone calls to the friends telling how good a repainter you are and a date with the girlfriend... or boyfriend? Are there some women painting planes out there? I'd like to know, and it will be fine. As I said, after a rest, the plane must be finished by starboard only (right). We can start now on the port. Cut the flag and register code, and copy on the lower side of the texture. The same with the "Canarias Cargo" logo, but watch out! When we created the auxiliary texture we inverted the lower side. We must rebuild the lower side and find the right position of the letters using the only available picture we have (left). By doing that, you'll see that the "g" of "Cargo" is cut by a window. It's not a mistake, the real one must have been cut too, but we have no way to know, because there are no pictures displaying this place. Anyway, as the window is dark, it seems that the word "Cargo" can be read without problems, so it must be OK.

Easy, don't you? But now comes the tough part: the left tail. The first step is to select the right side of the texture tail, invert it and put in the lower side of the texture. And... thanks to the repainters angel! The tails logo automatically puts as the real one! My worry was to repaint this slim lines by hand. I would have do, but it would have taken me two or three days. Sorting by luck this kryptonite rock, the only thing we must do is to "erase" the letters and put again the right way. To erase, we can cut pieces of the tail just over the letters, and paste over. I did a false texture showing the original position of the pieces as white rectangles, just to show you (right). The last step of DC-GEE is to paste the tail's right "Canarias Cargo" on its correct position, and... voila (left)! But the way, I always back up my planes two or three times, every time I finish some important part. We will do a temporary backup right now.

Shall we start with EC-892? The differences are: all the engines are blue (the metallic part ahead is white), the fuselage letterings are slighty different, the front door has different floor color and the registration number changes, of course.

Just copy the finished EC-GEE textures inside another folder called texture.1 and start to change. This time, the name of the company is painter OVER the fuselage windows. Well, the cargo does not care about it.

I'm explaining nothing about documentation and configuration files, because all that was explained in the first exercise. The only difference is that HJG allows you to upload complete aircraft. So, the readme.txt doesn't need to explain how to add the textures to anywhere. Instead, this is the part of the installation in the readme.txt:

Installation:

Unzip dc-8ah83.zip in your "Aircraft" folder of FS2004 or FS2002, install your desired panel and that's all. If you don't know how to install a panel, just let the default Boeing 747.

Of course, HJG has panels, sounds and effects and they explain how to install all this. The only remaining thing was to remove the "ayuda" folders, finish the readme.txt, aircraft.cfg and file_id.diz, and upload the file to FlightSim.Com (picture, right).

Alejandro Hurtado

dracosist@cantv.net







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