Comments on: Collecting Legos (or: the Roadmap For Airports) https:/2011/12/the-plan-for-airports/ Developer resources for the X-Plane flight simulator Wed, 21 Dec 2011 00:09:50 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: Anonymous https:/2011/12/the-plan-for-airports/#comment-3798 Wed, 21 Dec 2011 00:09:50 +0000 http://www.x-plane.com/blog/?p=3878#comment-3798 […] […]

]]>
By: Ben Supnik https:/2011/12/the-plan-for-airports/#comment-3784 Tue, 20 Dec 2011 21:10:12 +0000 http://www.x-plane.com/blog/?p=3878#comment-3784 In reply to Ozzert.

If the draped polygon references something we ship with x-plane, then no.
If it references your own .pol then yes.

]]>
By: Ozzert https:/2011/12/the-plan-for-airports/#comment-3766 Mon, 19 Dec 2011 17:18:43 +0000 http://www.x-plane.com/blog/?p=3878#comment-3766 Hi Ben,

Would draped polygons on the pavement (runway numbers, etc.) be considered ‘custom objects’?
And would it be possible to a change the appearance of the runway holds that have a black outline? right now they are hard to distinguish from ILS centrelines/black; if the spaces in between the double broken yellow lines of the holds are filled in with black, that ‘problem’ would be over, and they’d look even more like the real thing… but I’ll understand if this is not your top priority right now ๐Ÿ˜‰

]]>
By: Ben Supnik https:/2011/12/the-plan-for-airports/#comment-3761 Mon, 19 Dec 2011 16:05:31 +0000 http://www.x-plane.com/blog/?p=3878#comment-3761 In reply to Cestomano.

Not sure what you mean. If you mean collecting the placement of the bricks, that is what we plan to do. If you mean collecting new art assets, we do _not_ intend to do that.

]]>
By: Ben Supnik https:/2011/12/the-plan-for-airports/#comment-3760 Mon, 19 Dec 2011 16:04:56 +0000 http://www.x-plane.com/blog/?p=3878#comment-3760 In reply to Andras Fabian.

This won’t be a problem – first, the sim can load multiple overlays for a single tile. Second, I will create a merge tool for Robin. ๐Ÿ™‚

]]>
By: Andrzej https:/2011/12/the-plan-for-airports/#comment-3756 Mon, 19 Dec 2011 13:11:49 +0000 http://www.x-plane.com/blog/?p=3878#comment-3756 Hi Ben,

“I think we could autogen buildings for small airports that just have buildings next to the autogen taxiways, but for custom layouts I donโ€™t know that autogen will ever be good enough to make humans happy.”

This is one of the best things I have heard as far as the X-Plane future plans.
In my opinion, auto generation of buildings for small airports is VERY important.
I do a lot of VFR flying and roads , landmarks and small airports are very important to me.

On a side not, excellent job with the 3GB memory extension on XP.
I experience no crashes ( well, very rarely when I am doing something “uncommon”), I can move from any airport to any place and X-Plane is stable.
I also managed to set up my preferences and I am getting 35-60FPS depending on the area.
I have custom airports scenery and last night I was taxiing at KJFK with the frame rate 40+FPS.

It is not on the subject and I do not want to bother you with a personal e-mail but I am happy to see your and other LR team members efforts to make things better.

Thank you VERY much for your dedication and consistency, X-Plane, thank to you guys, is the best simulator one can get.

Cheers, Andrzej

P.S. Merry Christmas and a Happy New year to all LR gang. ๐Ÿ™‚

]]>
By: Cestomano https:/2011/12/the-plan-for-airports/#comment-3750 Mon, 19 Dec 2011 08:35:09 +0000 http://www.x-plane.com/blog/?p=3878#comment-3750 And how about collecting legos bricks from… outside airports? In other words, we also can contribute adding buildings (or correcting them, exist in XP10 yet) in our areas.

]]>
By: Andras Fabian https:/2011/12/the-plan-for-airports/#comment-3749 Mon, 19 Dec 2011 08:04:21 +0000 http://www.x-plane.com/blog/?p=3878#comment-3749 There is one thing, I don’t see being solved (or at least, not described) in your description about airport buildings. How, do we handle the merging of different airport DSF overlays which fall within the same DSF tile (which might happen quite often as I doubt that one user will do all the airports within one tile alone)?

]]>
By: Flightime56 https:/2011/12/the-plan-for-airports/#comment-3748 Mon, 19 Dec 2011 07:49:34 +0000 http://www.x-plane.com/blog/?p=3878#comment-3748 The most important aspect for me is the line, that is where the custom scenery integrates into the main default (OSM) world scenery, The JOIN, here is a problem and is were we will have to find a solution and noted is at the point of were OSM ends and the where WED airport layout is situated, in XP10 you get that cutoff road effect, in many cases the OSM will travel through the WED layout, the ideal solution is were both intertwine each other creating a perfect transitional effect, but more care is needed to make sure these areas have the attention required to create a whole, my biggest gripe was in Xp9 was that the airside was perfect, but the terminal side was barren, and in most cases the airport stood out on its own in a prairie landscape.
so on the autogen situation, if there is plenty of .obj default buildings (LEGO) to fill out the airport immediate surroundings to the point of were the OSM takes over so why would we need autogen?…
SimonW is trying to do the same thing with OSM2xp urban (City) scenery and it is a challenge, but get it right and one solution for all the effect would be flawless, and make XP a world class sim.

]]>