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Jarrad Marshall

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Everything posted by Jarrad Marshall

  1. Under normal circumstances it wouldn't matter either way, but our aim is always to create a fully automated installation process via OrbxCentral (or Marketplace) where there is no need for you as the user to modify or tweak the base sim files. Ie, our airports should work without you having to touch anything of the default sim.
  2. Morning all, Just to follow up further on Nick, Doug & Jon's comments over the weekend - this runway issue (along with other symptoms such as double-up buildings and default aprons showing) was caused by Friday's MSFS update, specifically that the excludes for removing the default LOWI are broken. Innsbruck is an unusual example in that the default "star" airports are treated differently than regular airports, and excluding them is slightly different. This is an issue for Asobo to help with; I've been in touch with them to work out the quickest way to get it sorted for you. In the mean time, as has been suggested, removing the default Innsbruck will resolve the issue temporarily. Cheers, Jarrad
  3. Hi guys, I've just run the same test at my end with an up-to-date version of the sim - I'm very sorry to say that I can't replicate the issue. Are you able to post your display graphics settings in order that I can replicate them at my end? Cheers, Jarrad
  4. Hi guys, I thought I had covered all the crash detection conflicts for this patch, but I'll have a look again when I have a spare moment.
  5. 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,
  6. We are delighted to unveil a surprise new Norwegian destination from Finn Hansen - Ålesund Vigra Airport! A complete package for P3Dv4 & v5 that encompasses both the airport and surrounding islands and terrain, Ålesund is a scenic holiday destination situated near the entrance of several major Fjords. Ålesund Vigra is a major Norwegian airport, with legacy, low-cost and charter carriers flying to destinations across Europe. Whilst most commonly served by single-aisle favourites such as the A320, 737NG, CRJ, ATR and Dash-8, the airport has also hosted both 757 and 767 aircraft on the rarest of occasions. Aside from flights to Oslo, Bergen, Copenhagen, Trondheim and Amsterdam, Vigra Airport is also a short flight away to favourite Orbx Scandinavian destinations including Notodden, Hammerfest, Scandinavian Mountains Airport, Gothenburg and Stockholm-Arlanda. As a scenery project that harnesses the latest P3D technology and features, Finn has gone above and beyond to create an ultra-detailed depiction of this well-known location. Experience beautiful over-water approaches (special care has been given to the tone and colour of the waterbody textures), explore the numerous islands, harbours and inlets included in the coverage, or visit several of the surrounding peaks. Many points of interest have been modeled, including the Giske Island Bridge and the rather unusual Subsea 7 North Sea Spoolbase. Stunning ultra-high resolution 7cm ground textures have been hand-edited across all seasons, and Finn has also included 3D snow tech for the coldest months of the year. Much like other recent projects such as Burbank, Rejika and Boulder City, extra attention has been given to creating detailed unique GSE, vehicles and boats solely for this project, ensuring a truly authentic and immersive experience. Ålesund has been intentionally designed to be compatible with either Global Base, Orbx Norway or OpenLC Europe (nb - Global Base is a prerequisite for OLC EU), with blending, seasonal variations, custom 10m mesh, vector and terrain edits covering all potential base-scenery combinations. For users who fly with Orbx Norway, it is notable that Ålesund Cityscape - a primary focus feature of our Norway Region - nestles immediately adjacent the airport coverage area. AT A GLANCE Complete depiction of Ålesund Vigra Airport, Norway and surrounding islands Ultra high-detail rendition of the the airport, with advanced materials including PBR, up to 4k resolution Incredible 7cm ground imagery around the airport Extensive coverage area at 60cm, encompassing Vigra, Lepsøya, Valderøya, Giske, Godøya, Ellingsøya and Gamlemsveten Ultra-HD unique GSE, boats and vehicles designed by Finn exclusively for Ålesund Extended coverage area including custom 10m DEM, re-worked coastlines, roads, landclass and more Numerous POI, including the Subsea 7 North Sea Spoolbase and Giske Bridge Hand-placed autogen & complete seasonal variations Advanced 3D snow tech around the airport Popular tourist destination, served by legacy & LCC carriers with the NGX, A320, ATR72, Dash-8 and more. A short hop to other Orbx favourites such as Notodden, Hammerfest, Scandinavian Mountains Airport and Gothenburg Designed for P3Dv4 & P3Dv5 to blend seamlessly with Orbx Norway or Global Base Carefully optimized for very high performance using the latest techniques The latest major project from Norwegian developer Finn Hansen (Notodden/Hammerfest/Gisborne) COVERAGE MAP Development is well progressed on this project, be sure to keep an eye out for information on this project from Finn and Emmsie over the coming weeks! Cheers, Jarrad
  7. I most certainly am, and cracking along at the fastest pace I can
  8. No, it's definitely still in development. It's a massive project (with a few special treats beyond the airport), we're very much looking forward to sharing more news about it with you all once the time comes
  9. Airport | CityScene. Belgrade Airport is one of the fastest growing airports in Europe, with over 5.5 million passengers passing through in the last year. As the gateway to a city growing quickly in popularity amongst tourists, it receives a huge amount of scheduled and charter airline traffic, and acts as the main hub for Serbia’s flag carrier, Air Serbia. With a runway over 10,000ft long, you can pretty much fly any aircraft in here with ease. Whether you are flying to one of our nearby destinations such as Dubrovnik or Pula, or hopping in a small plane to fly low and slow above the city, this airport will cater to any kind of flying you wish to do! We have modeled the entire airport in superb detail using extensive real-world photography, including interior modelling throughout the entire terminal building, making sure you have an immersive experience no matter which gate you start your flight at. There's also plenty of landside details to feast your eyes on - most noteworthy by far is the air museum, with every outside exhibit custom-modeled. Beyond the airport, we’ve included a comprehensive CityScene, covering the majority of the Belgrade metro area in exquisite detail - with hundreds of POIs, apartment blocks, bridges and landmarks modeled in high detail, this is one of our most detailed and realistic cities to date. We have created all of this with the latest P3Dv4 native technologies and optimizations, making sure that you can fly here with even the most resource intensive aircraft. AT A GLANCE Complete UHD rendition of Belgrade Airport & CityScene Animated SODE Jetways Enormous PR coverage area at 50cm resolution Superbly crafted terminal with interior modelling Hundreds of custom POI, bridges and apartments Complete 5 seasonal variants Advanced autogen annotation using the latest techniques Exquisite modelling utilizing advanced materials and texturing Animated vehicles, GSE and PeopleFlow Stunning night lighting Huge extended coverage area far beyond primary zone Major airline hub suitable up to B747/A380 size aircraft Expertly optimized for best performance Designed to blend seamlessly with Orbx Global Base By acclaimed developers Rasha Tucakov and Misha Cajic LYBE Belgrade Nikola Tesla Airport for Prepar3Dv4 is now available to purchase from OrbxDirect for AUD$39.95 (approx. US$27.70 / €24.30 / £21.75) Note: LYBE Belgrade Nikola Tesla Airport will be available to download from both Orbx Central and FTX Central v3
  10. 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
  11. 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
  12. 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
  13. 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
  14. G'day Ben - you first need to update FTX-Central, then each airport will be it's own individual update. These have been rolled out exactly the same as a normal airport service pack. Cheers, Jarrad
  15. G'day everyone, After much anticipation and a long development cycle, we are very proud to formally announce that ORBX will be integrating SODE jetways and content into our airport products. Perhaps one of our most-requested product features, creating high-quality jetways has been high on our agenda for many years. So rather than teasing you with more discussion and previews, we decided to go about this announcement in a slightly different way; we have just released major SODE updates for all seven airports shown in this thread! Please enjoy the screenshots, learn a little more about SODE, and then be ready to jump into your favourite airliner at some of your favourite ORBX destinations! ORBX and Jetways: A short history Firstly, an apology... we are sorry that it has taken this long to get a good jetway solution out to you all. We know how badly you have wanted these, and rest assured, we have wanted them even more. ORBX was a pioneer of FSX jetway tech; founding team member Martin Henare was one of the first developers in the community to integrate CTRL-J jetways into Melbourne Intl back in 2008. This same tech could be found in other ORBX releases, including Brisbane, San Diego (v1), Bilbao, etc. As we all know though, ctrl-j tech has many limitations (it was essentially unfinished tech from the Aces team), and a quick browse of our support forum will show this. Whilst we have been keenly looking towards a solution to this conundrum for some time, it was decided that going with a known-and-respected existing tool (namely, SODE), to implement jetways into new projects. SODE will be well-known to many of you already; in fact we expect many of you will have experience using this already. Using an interface similar to the ATC menu; SODE is easy and intuitive to use. In addition to jetway technology, we will be introducing other SODE features into our projects - we have unique features for some of our GA airports in testing as we speak! Seven Airports: Now Jetway Ready! Without further delay, please find the details of all seven airports ready for you to download. Almost all service packs include major updates for core content; of note is the major service packs for Arlanda, Dubrovnik and San Diego. KSBA Santa Barbara Municipal Airport Misha's latest release, this major Southern Californian airport is now completely ready for flights in your favourite airliners and regional jets. As with all our new releases today, KSBA features custom-designed jetways modeled exclusively for this airport. Alongside the jetways update, this service pack includes other improvements and fixes as reported and requested by you. At a glance: - All jetways animated via SODE - Denser autogen updates around the airport - Other improvements and bug fixes ESSA Stockholm Arlanda Airport Marcus' Arlanda is receiving a huge service pack update today - far beyond the dozens of new animated jetways. As our most-requested existing airport for jetways, Marcus has used the opportunity to add a plethora of new features, content and detail. Brand-new high-detail jetway models, amazing ground textures (with special maps), fancy new GSE, an updated AFCAD file and many other features are just the start. Be ready to be blown away at the new content included in this major update! At a glance: - Jetways animated via SODE - New higher resolution ground textures with normal maps - Completely new high resolution gates and gate buildings - Updated selected buildings airside - New amazing AI-optimized AFCAD made by Urmel - Office One and constructions landside added - New vehicles & clutter airside KSAN San Diego International Despite releasing a mega service pack for San Diego only a few months ago, Matteo hasn't been resting on his laurels, and has included a bunch of updates alongside the SODE content with this latest service pack. Alongside making one our most popular airports jetway-friendly, expect to find new-and-improved dynamic lighting, updates to the AFCAD file and other fixes. At a glance: - Jetways animated via SODE - New and fixed dynamic lights with better looking splashes - Fixed issues of parking positions - Some textures have been improved LDDU Dubrovnik Airport Not to be outdone by the other guys, Misha has also gone to town with a substantial update for Dubrovnik. Alongside making your favourite European holiday charter flights jetway-ready, expect to find vast performance improvements to this famous airfield. Don't be fooled - the amount of work that has gone on to improve optimization and fps cannot be conveyed in screenshots; but rest assured you'll enjoy the difference straight away! At a glance: - Jetways animated via SODE - Major optimization overhaul of all airport models - Large performance increases over previous version KMBS MBS International The Turbulent team have put together some great improvements to Russ White's masterpiece with this latest service pack. As well as returning the jetways to SODE standard, expect to see other fixes and changes in response to your feedback. At a glance: - Jetways animated via SODE - Points all dynamic lights effects to 'controller' versions KIDA Idaho Falls Regional Another of Turbulent Design's most loved airfields (did you check out the livestream last week?), KIDA returns to a fully SODE-capable airfield. At a glance: - Jetways animated via SODE KGPI Glacier Park International Set at the foot of one of America's most stunning national parks, KGPI is yet another magnificent project for the Turbulent crew. As well as adding SODE jetway capability, this update also makes use of several new P3Dv4 features, including automatic dynamic snow/rain effects, and seasonal content. At a glance: - Jetways animated via SODE - Replaces OF controlled GP with dynamic model which reacts to snow/rain as well as seasons. - Points all dynamic lights effects to 'controller' versions What about our other jetway airports? We do have plans to update other jetway-capable airports with SODE content as we move forward - in fact there are a couple in development as I speak. Our priority has been to ensure our most-requested jetway airfields were ready for you today, but that said we certainly haven't forgotten about your other favourites. We won't make promises of timeframes or specific projects, but rest assured, we are looking at how best to implement this technology to our back catalogue. Of course, it goes without saying that SODE will be an integral part of new airport projects moving forward, alongside our vast suite of award-winning tech features such as Objectflow, Peopleflow and all the other favourites! We have several major airports in development right now (including those previewed in the 2019 Roadmap, and a few unannounced secret projects too!) that have already integrated SODE into the workflow, so be ready for some exciting new airport sceneries through 2019. That's great, but I'm ready to fly! So are we! All seven service packs have now been released via FTX-Central, ready for you to download. Most importantly, if you don't have SODE installed, FTX-Central will automatically install it for you - all you need to do is ensure that FTX-Central is up-to-date (version 3.3.4.5 or higher). These service packs represent months of work from many of our core airport developers and IT infrastructure team. We would also like to extend our gratitude to SODE developer Jeffrey Stähli, for his excellent software and generous assistance with integrating SODE into FTX-Central. We are all very excited to finally release these updates for you all, and hope that you get many (many!) hours of extra enjoyment from these products. Cheers, and enjoy! Jarrad,
  16. Hi guys, For all questions regarding photoreal blurries; 1. Absolutely no tweaks in any of my P3Dv4 shots (including the first shots in these previews) - simply maxxed out my scenery sliders (including the terrain and autogen draw distances. Max terrain draw distance in P3Dv4 is LOD=6.5). I don't run a fancy screen (Samsung 1920x1080), and my GPU settings remained untweaked from normal day-to-day use. Emmsie and John Lovell (who both contributed the bulk of screenshots) don't tweak their terrain settings either, in fact it's impossible to improve PR resolution/clarity in p3Dv4 beyond the default settings. 2. If you want sharper photoreal terrain in the distance in P3Dv4, the best things you can do are; - Play with your GPU settings, particularly AA, and your P3Dv4 AA settings, to get the best balance between visuals and performance for your setup. This can make a big difference. - Get rid of any cfg tweaks. Don't forget, performance/visual improvement tweaks always have unintended trade-offs. - Keep a clean set-up. Stay on top of your addons, keep an organised sim. You'll be surprised at the performance difference you can make. Regarding comments on "worse blurries in P3Dv4", I can only speak from my own experience across my two dev computers (upgraded my PC a couple of months after v4 was released), that I get exactly the opposite results. My experience is that P3Dv4 has far less of a blurry effect compared to running comparable tests in FSX. For example, this morning I ran the following test: - Loaded up Rotterdam airport with the most complex aircraft in my hangar - the PMDG 747. Display settings are my day-to-day - medium shadows, max vegetation/building/scenery/ground texture density, medium water/AI settings. - (Apologies to the purists) Ran a "flight" from Rotterdam down to Schipol at 495kts (again, sorry to the purists!). This runs a considerable length of the Netherlands, through it's most complex and dense scenery components. - Didn't slow down as I approached Schipol, merely observed the ground terrain to look for blurries. - To my genuine surprise, absolutely no blurries whilst overhead Schipol. Complex aircraft + Netherlands + max scenery settings + day-to-day sim settings. There are three factors that, in my mind, affect blurries: - Invest in an SSD. This will make a huge difference for anyone running P3D on a HDD. This will improve performance and loading times in Netherlands, P3Dv4 in general and your entire Windows system. - Keep a clean sim set-up (see my previous comments) - Run realistic settings based on your setup specs. Use the P3Dv4 settings and the ORBX user guides to your advantage to get the best bang-for-buck between FPS and visuals. Again, these are only my experiences on my machines. I spend a great deal of time within P3Dv4 and FSX, and keeping them running at optimal performance is an important part of my simming experience. Cheers, Jarrad
  17. G'day All, Whilst John has been mercilessly teasing you all with early alpha shots, the team are very proud to officially present the first of our next generation of region products; TrueEarth Netherlands! This is a game-changing product for the team; for the first time we are combining the full suite of features from our FTX Region sceneries, with a completely photoreal terrain base, a feature previously limited to our airports. It is important to understand that Netherlands TrueEarth is far more than a traditional photoreal product; comprehensive (and complete) building and vegetation placements, thousands of hand-placed landmarks and POI, complete seasonal and night variations, integrated GIS components and hand-edited textures only scratch the surface of the complete feature list. Ground-breaking technology has gone into bringing you the most detailed and accurate terrain product ever seen in a flight sim to date; we are very excited at what this product represents. ORBX TrueEarth TrueEarth is the name that we will be giving to our new line of photoreal region products. An ORBX TrueEarth scenery will combine the best features found in existing Region products, with the added benefit of full photoreal terrain. Many of the components found in TrueEarth packages are a natural evolution from our existing lines; for example we are leveraging CityScene technology found in CityScene Gold Coast, expert GIS technology found in our latest Regions, advanced night lighting from ORBX Global Base and openLC, propitiatory autogen techniques previously seen at Innsbruck, Berlin (GEN) and Munich (GES), and many more. TrueEarth regions will also sit alongside landclass-based regions; both types of Regions will be continued to be developed into the future. As John has already mentioned in other discussions, several other TrueEarth titles are currently in production for locations in Europe and the United States. TrueEarth pricing will mirror our existing regions; Netherland will be released for AUD$54.95 (~USD$42 / £30 / €34 ) TrueEarth Netherlands As our first TrueEarth photoreal region, Eugene and the team have pulled out all the stops to bring the best product possible. Rather than describe all the details (there are just too many!), please find a partial feature list below: The entirety of Netherlands depicted in complete detail! 85,000km2 of photoreal terrain at 1m resolution (nb the same resolution as traditional landclass textures) Complete seasonal variation: 5 hand-coloured seasons! Full 3D night lighting and night ground textures 43 updated airports, including 18 not found in the default scenery. CityScene building technology for all major cities, towns, villages and urban areas. CityScene tech improves on traditional autogen by adding unusual footprints, higher detail (roof details etc) and better long-range visibility Incredibly dense autogen vegetation. Far superior to automated OSM technology, our agn is compiled from multiple data sets, and hand-edited to ensure maximum fidelity, accuracy and density. Beautifully edited terrain textures - colourised, edited, cleaned up. Blemishes such as cloud cover, water sun glare, seamlines, discolouration and some vehicle footprints have been removed. Colour palettes have been edited to match ORBX Global texture sets. Custom-painted rural variations, including tulip fields during spring Ultra HD mesh at 5m resolution. Netherlands may be flat, but incredible details such as tailings dumps, sand dunes and even highway overpass ramps are visible Accurate road, waterway, bridges, transmission line and other vector/GIS components. Road AI traffic also included to regular Region standards Beautiful custom building textures for all autogen buildings Hundreds of custom landmarks and POI Traditional Dutch windmills Major churches and cathederals custom modelled Custom models for all major TV and radio masts Many major bridges custom designed Custom ship models unique to Netherlands Thousands of hand-placed wind turbines, refineries, harbours and other library objects Hand-edited and colourised water textures, including complete watermasking Fully compatible with neighboring regions (GES, GEN), ORBX Global and OpenLC Europe Netherlands will launch for AUD$54.95 (~USD$42 / £30 / €34 ) The TrueEarth Netherlands Team As to be expected from such a huge project, many developers have been working tirelessly to get Netherlands prepared for you all. First and foremost, Netherlands TrueEarth is the brainchild of Eugene Krikunov, the lead developer of many other best-sellers such as Global Base and our Open Landclass series. Holger Sandmann has contributed his considerable GIS expertise to the scenery, in between his long list of other projects. Chris Clack and Neil Hill bring the airports of the Netherlands to life; as our regular "region airports" specialists, their work can be found at each landing zone around the country. Richard Bui, Frank Schnibben and Sylvain Delepierre are the "special detailing" team; the custom landmarks, ships, bridges, radio towers, windmills and thousands of other custom placements are their work. Frank has also designed the custom building autogen texture sets found exclusively within this region. Finally, Allen Kriesman has brought components of his CityScene technology over to the urban and city centres of Netherlands. Iain Emms and John Lovell have been hard at work capturing many facets of the Netherlands, please find a small taste of the screenshots below. As always, we don't give any release dates. The team are working extremely hard in the background; we look forward to sharing more info with you over the coming weeks. Most importantly for you guys, Emmsie and JL will be posting even more shots later in the week... but in the mean time, enjoy! Cheers, Jarrad
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