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mikkel

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Posts posted by mikkel

  1. This is just a licensing agreement which allows Lockheed Martin to develop ESP for their own purposes. That is it. There is nothing interesting as far as us simmers are concerned...

    Yes, we can read... Thats not the point though, don't you find it ironic that MS signs new partnerships and license agreements after they sought to kill the product?

  2. No information on that at this moment, but obviously it won't be too long now.

    This is one of the sceneries I'm looking most forward to!

    I just hope the DA Fokker will come with a VC soon, as this could be a perfect destination for that one...

    BTW: Is it possible in real-life to land an MD-11 at this airport? On a footnote: I saw a cockpit video with a 767 landing.

  3. This is a great idea! But it should also include parts of the distinctive landmarks of the city, maybe a custom autogen and photo scenery for the unique architecture of this magnificent city... That would make for a fine Kafkaesque atmosphere... :)

    BTW: I've yet to see Aerosoft do a city in-house.

  4. I belive the system should be modular.

    The dynamics engine should perhaps be an open source development, also to get interest and contributions from academic resources and professinal simulation shops.

    The visual engine should be future proof and scalable, perhaps sold seperatly by aerosoft for military and professional sivilian use.

    I belive your developers could find a lot of inspiration in this articale, on a possible approach to such a development, read the end:

    http://en.wikipedia.org/wiki/MegaTexture

  5. Ah but the whole point of ID Tech 5 engine is to let developers use a single virtual texture per level, with engine automatically streaming textures into memory as needed. This simplifies the creation of content. Once again - single virtual texture. Combining it with different technologies and breaking the whole simplicity point and introducing the very constraints back ..

    None of my suggestions on how to use an engine like ID tech 5 to power a flight sim would break with the idea of using a singel virtual texture, an orthophoto for instance would just be threated as a big brush.

  6. "Yep - and that's the point. It wants a different engine."

    ? You are here replying to a suggestion on how the landscapes could be built. It's an example of elements needed in the landcape generator.

    "And it will eat 20 GB for each one. A nice level in FPS. How many of them in a flight simulator?"

    No, it will not. It will only eat the bitmap for ortophotoes (if they are used), and the custom defenitions of were you placed your brushstrokes.

    "Again, you are combining stuff that is done this way in other engines. What was the point of using the Id Tech 5 engine?"

    ? You are here replying to my suggestion on how custom scenery could be built using ID Tech 5.

  7. "You will still end up with visually unattractive ground detail. Rest of the world looks ugly in comparison to few selected and modeled areas."

    The world will be built up by algorithms that draws the correct textures based on landclass data and custom visual algorithms that draws the correct rock texture based on elevationdata (how steep is the curve?), areal preferences (diffrent rock textures in diffrent areas of the world) and erosion based on the curves in the landscapes, for instance.

    If you were to build a custom area around an airport. You would simply load up an area (maybe 128 000 x 128 000 pixels) and start drawing, maybe copy paste in ortophotos, adjust them and paint them into the landscape, for a seemless integration, you save the project, and the current area are rebuilt with your custom area modelling integrated.

    The bulings and lights are done in a diffrent program, saved in a standard scenery format. The objects are loaded into the "game"-editor and the lightmaps are generated with radiousity for all seasons and lighting conditions (day, dawn, dusk and night). Save, and update the database, beta test, publish!

  8. :rolleyes:

    Yeah, with its maximum size of virtual texture 128000x128000 taking a few giga it would make a nice, seamless .. flying insect simulator, albeit with quite limited range and detail ...

    Hmm, with a resolution of 25 cm per pixel, this would make for an area of 32 000 meters x 32 000 meters in their current incarnation. If you check out the development tools, you would find that the engine use procedural textures made in a custom photoshop-like program, the texture is not a bitmap... Carmack is a geek who loves making elegant technology that push pixels and polygons in the most efficient way. ID has claimed that they are very interested in seeing other games than first person shooters made with their new technology. Carmack would not be a bad partner for Aerosoft, but it would require some kind of personal interest from him and his company.

  9. I belive the most important aspect of the visual system is to avoid absolute hard edges. Secondly, a unified lighting engine. Lights illuminating the tarmac, must also illuminate the aircrafts parking there. Clouds infront of the sun should make the ground darker, landinglights should light up dark clouds.

    For some reason i belive that ID-tech 5, would be a superb visual engine for a future-gen simulation.

    http://www.youtube.com/watch?v=XnBPqrhY3hw

  10. Another idea. It would be interesting to have an integrated intelligent automated pushback truck at the gates, that push you the right way and at to the right place without any intervention. For virtual airline pilots, virtual ground crews would also be nice, that operate the external passenger and cargo doors, according to the departure times given on the pre-flight-plan. These functions would eliminated the feeling of playing by yourself at the gates, and generate a more immersive experience when flying online, or with ATC.

    By the way. A Mac version would be really nice, you know, a lot of media professionals and musicians are very interested in flying.

  11. Hello,

    Mathijs, very nice interview with FSBreak! It seems like you will be able to pull of an excellent simulator, if you get a green light.

    Some ideas:

    - Have you thought about using ID-tech 5, or a similar engine. I've seen some of the demonstrations, and I would think that it could be an excellent visual engine for a future-gen flight simulator.

    - The landscape/scenery tools should make it impossible to make a totally hard edge. If textures and surfaces blend, the realism will increase quite a lot, I believe.

    - The landscape textures or elements, should not really be textures, but a kind of object, with procedural textures/displacements, included on-board objects; like trees, cottages, city blocks or whatever is needed to represent different areas, i guess such a system would behave very much like the auto-gen in FSX, but I belive it should be done like 3d tiles that are streched over the topographic map. Maybe these blocks should lack roads?

    - These "blocks" should be intelligent enough to adapt to streetmaps and landclass data. It should be able to place buildings, lights, trees and appropriate textures around the roads. Today, the roads just cut into the textures.

    - The textures and landclass data should be design to the same level as ORBX. With a lot of different local flavors, to both buildings and landscapetextures.

    Just some ideas.

    Best regards,

    Mikkel E.

  12. In my experience chasing sliders in FSX quickly becomes a very tedious exercise in futility and one forgets to actually enjoy flying!

    Konrad

    Thats why it's important not to set up seperate gfx profiles, but find a set-up that works in most cases :)

  13. I think you should make some custom textures, like the Austrian scenery. The Icelandic landscape is a very special one. Landmarks and custom autogen would also be very interesting. Landclass as well and a geyshir or two:) If it's a choice between doing a lot of airports, or the landscape, i would rather see a good landscape and maybe three airports. More freeware and payware aiports could always be introduced later.

    (bumping this thread) :D

    So, hob about collecting some ideas and wishes? We're still in an early stage of development and nothing's decided yet. So what do you want? Airports only or complete Island? Landclass or Aerials? All airports or big ones only?

    Of course we cannot include all airports (see complete list), but we'll try to do whatever you wish. ;)

  14. Let me guess: That's because you are Norwegian? :P

    I would have loved to do many other stations.

    Polar expeditions and research has always been a niche by the Norwegians. The first expedition to the south pole was an Norwegian expedition led by Roald Amundsen. I also understand that there is a lot activity at the Troll base. You can not do an Antartica scenery without a single Norwegian base ;)

  15. Hi,

    I see that you are getting close to the release of Hamburg and Innsbruck, two sceneries I'm really looking forward to. Any idea when the products will be available (FSX)?

    Is it true that we can still expect a Lisbon scenery? I've hear something about a cancellation of Portuguese sceneries...

    Thank you,

    Mikkel

  16. no, thats not okay newmanix, that people leave this board because of childish behavior by a little hand full of individuals...

    edeltroit, could you please explain to me what's uninformed in my post? and btw. no, i will not be quiet about this issue, i would rather see good developers spend their resources on new good products, than to fulfill the wishes of some stubborn people. actually i was quite shocked when i came back to the fs-scene a few weeks ago, to discover that people still demand product and support for an almost 6 year old version of the sim, after all the work that has been spendt on fsx, and the improvements it offer.

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