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Stefan Hoffmann

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Everything posted by Stefan Hoffmann

  1. All lights can be switched at any time. The visibility however is different during daytime and respects the volumina of Sunlight and artificial lights. The direct sunlight at lunch time is surely a hundredthousand times brighter than an electric lamp. And so your pupils in the eye close, which means its very hard to differentiate if there is a light beam (cast by a lamp) on the ground or not. So thats reduced over the day. But we took care there is enough light in the darker times of the day you can find your way from and to the take off runway savely.
  2. During the recherche for this project and especially the VC i had the chance to ride on the jump seat in a realworld airbus. And i must say hats up for the designers. Already minimal reflections during the day on the windscreens and also very very few in the night because the reflections angles between windows and panels are very clever arranged. I dont know if this really was all thought in but works pretty well. You will actually see very few to no panel reflections at all from a pilots/FO position.
  3. Hi Dennis2! The media shown here belongs to the brand new Aerosoft Airbus X, which has nothing to do with other airbus projects. Best Stefan
  4. Under NO instance please post the video elsewhere. Aerosoft gave no permission so. Best Stefan
  5. Hi Folks! Im also an developer on this bird, responsible for modeling/texturing. I can only say im too surprised about the video, surely here went something different then it was intended. It is definitly not what you can await from the finished product. Its an early version the repainters got to experiment with exterior paintings. Internally we are now generations above that status. Best Stefan PS: I just finished an external power unit which stands beside the aircraft...its shown when you call for external power via overhead button
  6. Long not heard of you Dag! You could mail!
  7. Well, Im the graphics lead here and still work on the project like on other days.
  8. Hi MatthewS! On what facts is your OPINION based?
  9. The IAE Engines V2533-A5 are just under construction and will be available in a few days. The repainters must then only change the turbine surface itself. Also repainters, please use the new environmental maps (available in the p-repainter section) and the default shading of the paintkit. Keep up the good work.
  10. Yeah, the red color on the autopilot (FCU) panel is definitly not final! This is the alpha version and i normally not glad to see it posted publicly, but you folks wanted to know whats going on.
  11. Well when was FSX released we must first ask. Its a time away. But another fact is the sheer size of the environment. Arcade games spring with plenty of detail in our eye, but what we forget is that the sourrounding is much more narrow and simple that we would think. In need for speed maybe we see some 500 Meters of landscape really modeled, the backdrop is mostly a well painted image. In FSX however the landscape renders far more than 100 kilometers. And that distance we need simply to get the illusion of the curved world. Now where Need for Speed condenses the total amount of polygons/textures, speak visual content, to a quarter square kilometer, there are 1000 of square kilometers to show at the same time in a flight sim. And so a balance must be done that whole cinema keeps moving fluently. And not forget the complex flight model tasks and Gauges that must be calculated in background.
  12. Hi Ratpack! Sorry, its the graphics engine of the sim that borders here the visual appearance. What you mean is reflectivity combined with the so called fresnel effect. So when you look from above at a surface its reflects less or darker than looked on a more flat angle. So water is brighter in some distance, because sky is stronger reflected there, then you look step into the water. FSX in basic has this option, but its functioning not 100 percent. It works until you reach around 10-20 degress flat angle on the surface. Then it begins vanishing again were it must be strongest. Sorry thats so deep in the code of Aces Engine, that theres nothing to do now about it. This rest really in the heart of the program. It gives me pain as a developer too. But we try to do the best here to get out of that what we can. But wait until you see it in motion. Maybe you are more pleased than you may think now.
  13. Hi Matt! What details you would regard as necessary for a good looking wing view?
  14. Grey in daylight. Orange/Yellow when nightlighting is activated.
  15. It isnt to dark in the pit. The daylight simulators feature a mix out of displays and the real physical cockpits. Synthetical display have a far smaller contrast range then the human eye. In FSX we work completely with synthetical displays, so all comes from a TFT. That needs special procedures to get a near real world look. Check the image attached. Would the cockpit inner be correctly exposed basing on the outside light, the cockpit would be almost black. That comes from lack of blend and light entry into the camera. The human eye compensates that much better. But in FSX we have steady exposure, so no flexible iris or camera blend. The art is now to fix that problem by manually decide how bright and dark all should be. I think the Airbus find a very good balance between over and underexposure. And when someone finds the panel hard to read in some lighting conditions is able to switch on the panel light and remove that state. The aim is to give a near real world experience what is the light feeling in the pit. And it is kept in very dark and cool colors, to avoid blinding. So pilots can keep their eyes wide open when looking around on the panels, avoiding muscle tension around the eyes. Thats very tiring when you have to try to close your eyes the whole day. So the designer solved that in keeping the surface in the pit less reflective.
  16. Thats right. You must really crawl almost onto the glareshield to see the nose. When sitting in normal cruise position you never get a spot on the nose.
  17. The mid and darker tones in the image come near the real thing. The photo cameras mostly trigger their flash automaticly in the cockpit. In fact its darker in there than most people may think that have only seens photos. The interior is kept dark, to keep stress from the pilots eye and colored in cool blue to bluegreytones to make it not to convinient for the pilots. That has psychological reasons, so to keep the attention of the crew up. Warm, red interiors tend people to get tired much faster then in colder environments. So this is the reason for some extreme interior painting in russian aircraft, at least in the fighters and tupolews. Those acid green and turkish. Well i really characterise what ive seen with my own eyes there. And that catches also the contrast between inside and outside, so too give the maximum on visual feeling. I hope the one or other has the chance to visit the right thing to see themselfes if it really looks flat and bright or decently shaded. Two images attached, surely still work in progress. The night shots later will also get those flood lights and their beams. The cockpit in the real world feels much smaller and narrow. But I had to pull up the view angle to 0.3 to get all on the image on that single monitor. Even with those 16:9 format the human sight is 4-5 times wider.
  18. Hi Kwiss? Which panels do you mean? Shown on the image here is a representation of the real panels. The regular ones a very similar. Only spare panels tend to be a bit offset. But this is some for the final texture treatment which happens on the end. Then there is also subtle usage traces on other parts done. Mostly this is around the rough flat surfaces of buttons were tiny parts of the pilot finger skin get attached. Moved over there a hundred times a darker shade is blooming there then.
  19. Thanks for that point. Will be included in the final version.
  20. Yep, there will be. The glass is missing right now. Current task is to get all switches, knobs and displays working, so the coders can do their job (injecting the logic).
  21. Hi Timo! Im the main modeler of this project. The windows will be corrected for sure on the final version. Intuitivly i did a shot of it. That shape will surely be caught in the final product. The VC like it is shown now features around 95.000 Polygons. The Catalina uses around 200.000 in that mode. So much attention is done here to achieve superior FPS.
  22. Aknowledged! Yes, that slipped through for some reason. Sorry. Will be removed in the coming update. Thanks for keeping eyes open.
  23. Hi Ty89m! There is indeed special alpha information regarding the rear marking on the original dutch livery. You can remove that by leveling those specific area inside the alpha channel with the average grey pixel value around that. In the paint program you must so display the alpha channel first. The average reflection amount on the Dutch Cat is set to 128,128,128 (RGB) in alpha value. That of the markings is different, think it was 184,184,184 (RGB). To erase the effect on the overall texture you will have to overpaint the alpha channel pixels if they use not the average 128,128,128 (RGB). Then it is gone. Note again that the alpha regulates in this case the density in which the environment is blended on top of the color information. Darker tone strengthens environment display, brighter tone weakens in our case here.
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