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Jarrad Marshall

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Posts posted by Jarrad Marshall

  1. Hi guys, the reason for the pause is LAX - the majority of the 3D objects around that airport load into view at that rough location. 

     

    Depending on what version of LAX you are using (default, Orbx SoCal, FSDT etc), the lag can be quite pronounced, even more so if you have AI settings to a high level. Essentially what is happening, is that a great deal of geometry and textures (drawcalls) are being loaded into the sim in a very short space, which will cause the stutter/pause whilst it loads. 

     

    To help alleviate the issue, it would be worth playing around with different display settings in P3D. Your AI slider, scenery distance slider, shadows distance (and quality) settings are probably good starting points. 

     

    Cheers,

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  2. G'day, 

     

    Touching on your points with a quick explanation; 

     

    1. You will see default trains using the tracks near the airport at LOWI, using the rail networks from our overlay. Primarily, the default trains are beautifully designed, and a couple of the European types included are very similar to types operate around Innsbruck; we saw no need to reinvent the wheel. Secondly, a combination of area-specific topography and inherent limitations in the XP terrain engine (specifically, our inability to tweak localized elevations with the same fidelity as we can in P3D) meant that creating those custom train routes for XP11 wasn't really viable. We did, however, remove the default tracks within the confines of the train station for aesthetic reasons, so you will see the static models from the P3D version present there.

    2. It was an intentional design decision to remove the default-style road overlays in the immediate confines of the airport, including that section of freeway - by design, this will also remove road traffic. Again, this was primarily done out of "best-case-compromise" - as you no doubt know from your experiences elsewhere, the default roads are beautiful when they work, and cumbersome and ugly when they don't. They also exclude some of our other scenery elements, and of course never 100% line up with the photoreal underneath. Whilst we can add custom road traffic, it does come at a serious performance penalty (more so than default road traffic), so we decided to keep this custom traffic limited to the airside and immediate surrounds of the airports - basically areas you are more likely to see when airside on the ground. So in short - performance + visuals came at the compromise of this missing section of traffic. Whilst we can add the traffic as an update in the service pack, my absolute preference is to always prioritize performance, and it would need to be as an optional feature only. 

     

    Hope this gives a bit of insight :) Much as we experienced when porting this product over to AFS2, there are inherent limitations between all sim platforms, and getting the balance right whilst still making the most of what platform offers means that not every part of the scenery will look exactly the same. 

     

    Cheers,

    Jarrad

     

     

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  3. Hi guys, 

     

    Our ordering (despite naming) is correct via Orbx Central - there should be no need to change this unless you are having visual discrepancies. There is also no need to remove the default LOWI demo - our scenery will work exactly as designed with that still installed. In short - no need to tweak anything unless you are seeing something broken :)

     

    Cheers,

    Jarrad

     

     

  4. 13 hours ago, Orbx Flyer said:

    Jarrad....with CAVOK in play...no artifacts...BUT...with ANY other kind of weather...visibility, clouds...

     

     

    Thanks for those, very helpful. What weather engine are you using to generate those clouds? 

     

    As I mentioned in my previous post, are you able to run the test specifically as I mentioned it with a few screenshots? 

     

    Just to clarify again, we have two issues here that shouldn't be conflated; the first (and bigger) one is not caused by LOWI, and the second one we are looking into. 

    1. Problems with large banding on the horizon in non-CAVOK conditions

    2. Rogue powerlines crossing the valley on your setup and others. 

     

    Cheers,

    Jarrad

  5. 21 hours ago, Orbx Flyer said:

    I removed all my .lua scripts, and only when CAVOK is displayed...no lines in the sky.  Any other variant of weather, and the lines appear in this scenery. No other Orbx XP11 scenery displays this...

     

    I believe that it is a defect in LOWI scenery if weather other than CAVOK is displayed., and hopefully a fix will be found.

     

    3jFPS is not causing the 'power lines' in the sky...

     

     

     

    G'day again,

     

    Could you please run a test for me, replicating the location/time of day in the shot below;  

     

    1. Unload your weather engine/lua scripts (as I and others mentioned, this has been a symptom of some weather engine addons), load up a flight with CAVOK.

    2. Without re-booting the flight (ie, by simply changing the weather settings), gradually decrease the visibility until you have a similar level to your shot below. 

    3. Take a 3-4 shots as you gradually reduce the visibility and post here. 

     

    23 hours ago, Orbx Flyer said:

    Cessna-172-SP-G1000-2019-08-07-13-03-03.

     

    We have got a couple of reports of the three powerlines over one of the valleys, our apologies, this is only visible to some users, and we are looking at solution. It's a little bit tricky as both Vittorio and myself can't replicate the exact issue at our end, though we are working through it. But it is important to mention that this is a separate issue to the main issue above, which is not caused by the scenery itself. 

     

    Cheers,

    Jarrad

  6. G'day Orbx flyer, I'm very sorry you're having problems with your new scenery. 

     

    Regarding the second two pics - these look to be a similar issue that I had a few months back across my entire XP world - my cause ended up being a particular weather/env mod playing around with the horizon/visibility render settings (I'm sorry, I don't remember which one - I cycle through different mods fairly quickly at the moment) Do you use any weather or environment addons? If yes, I'd suggest temporarily disabling them, shut down the sim, and start a new flight with CAVOK weather conditions. 

     

    Cheers,

     

    nb. I see the previous poster has just suggested the same thing.

  7. On 3/21/2019 at 4:30 AM, JJJackson said:

    But right now it seems that everything at ORBX is only revolving around XP.

     

    Whilst we might seem to be quiet, we have some huge things in the works for P3D right now. You will have seen early glimpses in the 2019 Roadmap thread, but there is plenty more that we haven't even started showing off yet. Things are looking very exciting for all platforms right now :)

     

    Cheers,

    Jarrad

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  8. G'day Steve,

     

    No that's not quite correct. We do intend to add SODE tech to our old airports, however we're not making promises about ETAs. Some of these airports will take an enormous amount of work to rip apart and re-work with SODE jetways, so I'm merely trying to set realistic expectations. That said, we do have our next batch of jetway airport updates being worked on as I speak :)

     

    Cheers,

    Jarrad

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  9. 5 hours ago, mburkhard said:

    Do you see a possibility to extend your SODE usage to windsocks anytime soon?

     

    G'day Markus - great question. We already have the ability to model unique and even animated windsocks that respond to weather using existing Objectflow technology - you can see these at some our HD airports, for example Narvik. You won't currently find them at lite airports included with regions; this was a conscious decision made by the team for a variety of reasons; performance/loading time, development/workflow efficiencies, etc. Unfortunately due to a variety of limitations in P3Dv2 onwards, this is why you see default or static windsocks at these airfields. We're always weighing up decisions like these with each new project (and in fact this has been a recent point of discussion), but in the meantime we'll be focusing on finding new and innovative ways to implement SODE and Objectflow v2 tech into our new and existing HD airports :)

     

    Cheers,

    Jarrad

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