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Everything posted by AaronGraham

  1. Hello, As Fabian has said above, a lot of preview images have been posted on the Facebook page. We will have a much more comprehensive update soon. A lot of what is going on at the minute it optimisation and adjustments. All major structures have been completed. For example, today Darren manage to compile 38 separate texture sheets into just 5. This is a drastic reduction in drawcalls, therefore offering better performance. One more notable feature is that AES Lite has recently been implemented into the FSX version of the scenery. I will post some screenshots of it soon. There is a lot of progress and adjustments been made, just not a lot of noticeable stuff that can be used for lots of preview images. This is certainly not going the same way as Rome.
  2. We are indeed supporting FS 2004. It will come after the initial FSX/P3D release.
  3. A performance tool will be included so you can adjust the scenery for your PC. The grass has had to be optimised for performance, while maintaining an acceptable look. It is an airport, not a grass simulator. When in the cockpit, as you can see from the screenshots above, the grass looks very good imo
  4. Just a little update for everyone. I am showcasing the 3D Grass, which will be all over the airport! The 3D grass does have a significant impact on performance, but, it looks great if you can handle it! Everything is still work-in-progress and we are aware of issues.
  5. When we have news, we will post news. At present we are very busy working on the airport!
  6. Yes, all the usual things like clutter will be there. They will be added just before release. The jetways are modelled and will be compatible with AES. I will update everyone as to when the jetways have been animated using AES.
  7. Darren has been extremely busy recently. There will be a full update later on today, but for now, just one teaser image! #details
  8. Darren is delighted to show the first previews of the FS 9 version. Delivering such an airport for 3 different platforms, with 3 different SDKs is no easy task, but we are getting there! I would like to emphasise that the first image is a few days old and as such does not have all the exported objects in it. Images 2 and 3 are representative of the current progress of the FS 9 version as it stands today. The FS 9 version will also include features such as transparent windows in Concourse A. This means the interior of Concourse A is modelled and visible, even in the FS 9 version! In addition to the current progress, there will be a lot more detailing to go into Concourse A, for example,, desks and chairs, advertisements etc. The textures for all 3 versions of the scenery remain in-progress. A shown in the last FSX/P3D previews, we have begun detailing the textures by adding reflective glass and ambient occlusion. Work still needs to be on the textures, such as bump mapping. This is all for now...more soon.
  9. We are delighted to announce the on-going development of Mega Airport Brussels for FS 9. This FS 9 version is currently in-development along with native FSX and P3D v2 versions. There will be some FS 9 previews (along with new FSX and P3D previews) to share with you later on today!
  10. Some new previews showing impressive work on the ground poly and reflective glass by Darren!
  11. Hello all, I have been testing the scenery in Prepar3d v2.2 So far, so good. I have quite an old setup, so I cannot take advantage of all the flash new P3D v2 features. The screenshots show 2048px textures with FXAA. No shadows etc. have been enabled. No editing except for cropping. Hopefully you can also see some of the great detail Darren has put into this scenery. Textures are on-going and work-in-progress, especially the window textures. They don't quite have the shine factor yet! Enjoy!
  12. Hi all, Jorik, thanks for bring up the topic of performance. It has been something that I had been hoping to discuss at some point. It is important to understand that throughout history, as PC power increased, developers added more and more features to exploit the new processing power. Today’s PCs have power that was only a pipedream a decade ago, especially Intel’s latest i7 processors. Unfortuantly, we in the FSX world are constrained by the engines limits. FSX was built in 2005/2006 when single core processors were mainstream and chip manufactures were talking about insanely high clock speeds for single core chips, but then multi-core came on the scene and changed all that. When Darren is building an airport, we don’t think of the customer of today, but also the customer of tomorrow. This scenery will still be on sale two years from now, and hopefully it will still be up to date with the latest developments at the real world Brussels National airport. We have to bear this in mind when developing the scenery. Customers in two or three years’ time will come along and purchase the scenery. We don’t just want the scenery to be ‘technically’ current with the real world airport, but also look visually current to a certain degree. Those customers in 2016 will still expect a decent looking scenery. This means incorporating more detail in the models and airport, which means using more polygons, triangles and drawcalls, which means reduced performance. But, by doing this, we are also pushing the limits of the FSX engine, and perhaps, today’s hardware. I am not saying that EBBR is going to perform poorly on today’s systems, my experience is to the contrary with the current development build! I can achieve a smooth 20FPS with the Airbus X A320 along with FTX: Global, REX Essentials textures and OpusFSX weather engine. My machine is from the 2009 era with an Intel Core 2 Quad CPU at 2.66GHz. My settings are all set in the middle, except for AI traffic, which I don’t use. So, from my perspective, performance of the current EBBR build is broadly similar to other high-end large airports which are currently available. A performance manager will also be included with the product which will allow you to turn off some features and change texture resolutions to optimise the scenery for your system. But bear in mind, FSX is a 32- bit platform, it is not really built for multi-core CPUs and it has some pretty ancient compatibility code. You cannot expect to run a detailed airport, with max settings, lots of AI and 4096px textures. If you keep your settings reasonable to your hardware, your performance will also be reasonable. Also, the new version of EBBR which is currently in-development will be taking advantage of new development and optimisation techniques, which were mostly likely not used in the old version of EBBR. We are doing everything to create an optimal experience for as wide of a range of systems as possible, while also keeping an eye to the future.
  13. We are looking into animated boarding, like that featured in Mega Airport Oslo v2. However, it is important to stress that we are not promising or committing ourselves to implementing it. I don't want to get anybody's hopes up.
  14. Hi all, Thank you for the continued support in providing resources for this project. It is a great help! Darren has been working extremely hard on making a top-class Mega Airport. Every flight starts at the gate, so we wanted to really focus on creating a good 'first' impression upon loading your flight at the gate. As such, it is important that the gate at the terminal looks right. For the gates, no repetitive textures are used on Concourse A. Everything has been modelled in 3D, with each model specific to that area. For example, you will see chairs where there are chairs in real life. Also, the signs in the terminal reflect what the sign says in real life. In the preview, you can clearly see where Darren is going with this. We are yet to add chairs, check-in desks etc, but the basic structures are in place. Work has also been on-going on other models within the airport. Lots of small models have been added, which greatly enhancing the atmosphere of the airport, as it is beginning to come together. I look forward to sharing more previews with you soon.
  15. Does anybody have any information or pictures about this building? We cannot find any information on it. Any help greatly appreciated. Just PM me.
  16. Hello, As Darren said above, I would like to say a thank you to everyone who is contributing to the scenery, whether it be providing resources or notifying us of updates. Darren has been working a lot on modelling and there are new previews:
  17. It is our intention to model the interior, but as you can see nothing has been done yet so I will not make any promises.
  18. Some more images. We are aware of errors etc. Everything is work-in-progress and not may not be representative of the finished product. Clutter is yet to be removed from the ground poly. Default buildings may be observed in some images, but they will be removed shortly.
  19. Yes, when we have the 3D models in for the light poles, the lights will be aligned with them. Standby for some more previews today.
  20. Hello all, Darren has been making extremely pleasing progress to date and the project is on track. I have taken some images from the latest developer preview. Approach from the early morning flight from London. Approaching the airport. And the return flight in the afternoon, back to London. Hopefully, you can see from above, that continued progress has been made. However, there is still a lot to add before the airport is release ready.
  21. Try remembering the exact positions of every single sign with reference to every taxiway and runway at the airport. Images are useful, but more is required than just images.
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