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         The 
          original aia 737-300 released in December of 2002 was groundbreaking 
          for it's time, but as the years passed it became more and more dated 
          as newer and better AI models were released from various designers. 
           
           
          The framerate performance of the original aia 737-300, which in 
          2002 was far superior to the framerate performance of other 733 models, 
          is by today's standards, a veritable framerate sinkhole. 
        It 
          was also a nightmare for painters because the fuselage and vertical 
          tail were different scales on the texture. The paintkit, while good 
          for 2002, is very crude compared to more recent paintkits. 3rd parties 
          have since made "enhanced" paintkits for the aia 737-300, 
          which while for the most part were a step forward compared to the original 
          paintkit, also introduced some errors which weren't present in the original 
          paintkit, such as making both forward doors the same size. The modeling 
          of the original 737-300 was awkward as well, especially around the cockpit 
          windows and nose area. The more recent aia 737NG's are much improved 
          in this area. 
           
          So, what to do? Build a new model from scratch? That's crazy talk. 
           
          Originally, the plan was to do a simple update of the original model 
          by grafting the better looking nose section of the 737NG on to the old 
          fuselage and adding a few more LOD models. There was one major problem 
          with this plan though. Unlike any of the other aia 737's, the 737-300 
          had modeled  cockpit window framing, which not only ran the poly 
          count up, it didn't look as good as the subsequent 737's which had a 
          painted window frame. Also, since the original 737-300 texture didn't 
          have a texture for the cockpit windows and framing, that would become 
          an issue with the grafted on nose which would need to have that texture. 
          It would have been possible to have worked around this issue by adding 
          a new 256x256 texture that would have the cockpit windows on it, but 
          it was an awkward solution at best and no one was fond of the idea of 
          adding an additional texture. 
           
          The next plan was to make a "new" 737-300 model by taking 
          the NG fuselage, and adding wings, engines and other parts from the 
          original 737-300 model. Unfortunately, what was good modeling in 2002, 
          doesn't stand up very well 5 years later, so that plan went in the rubbish 
          bin. 
           
          The final plan was to start with the 737NG fuselage, and rebuild everything 
          else from scratch, which is what ultimately happened. The only parts 
          from the 737NG which are present in this 737-300v2 model are the main 
          fuselage and nose section, and the landing gear parts, but even the 
          gear parts were re-sized. Everything else, wings, engines, tail surfaces, 
          is new. Some of the 737NG fuselage textures remained, but even they 
          were heavily modified, all other parts were repainted from the ground 
          up. Along the way we added a couple of new features that most people 
          won't even notice. 
         
        So, 
          what's new with the 737-300v2? 
         
          BETTER MODELING AND FRAMERATES 
          Faster 
          computers have made it possible to use higher poly counts than would 
          have been possible 5 years ago, so there are more details such as gear 
          parts, antennas, beacons and drain masts that are included in the v2 
          model. Oh, and winglets too!  
         
          Even with a much higher poly count, better LOD modeling enables the 
          737-300v2 to double the framerate performance of the original model. 
          
         
        TEXTURES 
          Far 
          better and more detailed to the original textures, and the fuselage 
          and tail are the same scale now. You cannot however, use the v2 model 
          with textures made for the original model. 
           
         
         
          ANIMATIONS 
          The 
          v2 model has compressing landing gear, a feature even the aia 737NG's 
          don't have. In addition the v2 model also has animated thrust reversers 
          and XML coded flaps so you'll see it using flaps for takeoff, not just 
          when it's landing. 
          
           
         
         
          SPECIAL FEATURES 
          One 
          of the obstacles with building and painting FS models is dealing with 
          the limitations of the FS light and shadow engine. You can paint on 
          highlights and shadows which look great on the texture, and may even 
          look fine in FS screenshots, but in motion they become oddly frozen 
          in place. If you're subtle, you can add shadows and highlights that 
          don't call too much attention to themselves, but one of the areas that 
          is very difficult to deal with is with engine fans. In reality engine 
          fans tend to have a shadow from the nacelle cast on the upper section 
          of the fan, with the lower section being more illuminated. You can even 
          paint the engine fan texture to emulate this. And everything looks just 
          dandy till the engines start up and your painted on shadow starts spinning 
          around the inside of the engine nacelle like clothes in a spin dryer. 
         
          But, 
          after doing some experiments, we've come up with a way to shadow the 
          upper section of the fan that doesn't rely on a painted shadow.  
         
             
        Here 
          you see a painted on shadow on the left side (#2 engine) and you can 
          see it spinning around in a very unrealistic manner. But on the right 
          (#1 engine) even though the fan is spinning, the shadow stays in place. 
          How'd we do that? Modeling trickery along with smoke and mirrors, of 
          course... 
          (yes, 
          this is the 737-900ER, it was used as the test bed for this feature, 
          mainly because it has fewer (and more obvious) fan blades than a 737-300 
          engine, making it much easier to see the effect.) 
          
        3 
          Wingtip options 
        
          
             
              Normal 
                This 
                is the "standard" 737-300 wingtip, the rear white nav 
                light is mounted on a post extending rearward from the trailing 
                wing.  | 
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                 Logo 
                  Light  
                  This 
                  is also very common on 737-300's. It consists of a wing mounted 
                  pod that contains the light and lens for illuminating the vertical 
                  tail at night. 
                   
                If 
                  a 737-300 doesn't have this pod on the wingtip, it will NOT 
                  have an illuminated tail logo at night. 
                 
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                 Winglet 
                  Not 
                  very common yet, but this aftermarket blended winglet is showing 
                  up on more 737-300's every year. This winglet is slightly less 
                  tall than the 737NG winglet, being only about 7 ft tall instead 
                  of 8 ft. 
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         From any 
          distance, it's almost impossible to discern whether you're seeing a 
          normal wing or one with the logo light pod on it, and we could have 
          easily just modeled one or the other. But since a great many 737-300's 
          don't have a tail logo light we decided to model both versions just 
          to keep painters from being confused. 
         
           
           
          
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