V12 wrote in Fri Aug 27, 2021 6:03 am: In the result there are many trees in the buildings, many buildings do not correspond with ground texture, OSM roads pass over the ground building textures, trees over the OSM roads etc.
The ground texture issue can be resolved by changing ground textures to garden textures once OSM has loaded, as mentioned before.
Some of those buildings are probably there because he has enabled random scenery objects. There is also no autogen in the current world build on TerraSync, and some areas have limited OSM coverage e.g. the odd house or building, or areas with no roads. Small clusters of buildings and roads in farming communities might only get one building, and might not be classified as city/town in landclasses either. In this case FG still looks closer to reality than without those buildings I guess?. With WS3 it might even be possible to add small clusters of buildings as town landclasses based on OSM data - I think the current landclass raster in the WS3 prototype has 25m resolution.
Another possible issue might be lack of regional building textures which is being looked at by Volador's project - some of those buildings in country areas will stand out less with more regional texturing. Something that would probably help is if there was some clue in the data as to whether a building or road was in some country town or isolated farm property - as opposed to to residential areas in a big city center. That way a better texture that has more wear and tear can be assigned so it doesn't clash with the environment.
erik wrote in Fri Aug 27, 2021 9:29 am:I've also wondered weather it would be possible to only use OSM buildings on certain terrain, like cities.
Probably it's also that too many different types of objects are bundled under random scenery objects right now. There should probably be more categories so objects like buildings can be switched off.
People would want to always have objects like agricultural objects/buildings, bird flocks, boats and things like icebergs. The generic buildings that are placed under random scenery objects are a bit old and clash with scenery (e.g. that pinkish building texture in particular).
V12 wrote in Fri Aug 27, 2021 6:03 am:2. strange bright textures on the slopes - if this synthetic texture (IMHO very bad looking) is for rocks, why the trees are on this rock texture ?
There are lots of different controls that can be enabled in regional definitions for different land-classes - the regional definitions with a different texture mixed in as the slope increases are usually trying to show rock emerging, or terrain becoming more bare - e.g.
img. How fast trees thin out with increasing slope is also configurable. If something looks different to real life it's a case of there being no local regional definition - Alps falls under the generic Europe definitions. CTrl+Alt+click in the UFO shows the xml file and landclass.
V12 wrote in Fri Aug 27, 2021 6:03 am:3. cloud generator has problem with performance, sometime user can see, how clouds fields are generated cloud after cloud, it is very ugly. In this case at 4:52. This is visible almost in the all FG videos when LIVE weather was used. It is immersion killer for me.
The distance at which clouds are generated is controlled by LoD ranges I think?, and maybe some other AW properties. Increasing whatever those are should let clouds spawn further out. Probably the defaults can be turned up for newer CPUs.
Clouds are physics objects with flows of air that evolve depending on conditions including what terrain they pass over. They aren't there for art reasons like in other 'sims' - so there will be some delay. At 4:52 it seems either this persons computer was a bit slow, or increasing whatever controls cloud population would help.
V12 wrote in Fri Aug 27, 2021 6:03 am:Still not solved abrupt pressure and wind speed / direction changes leading to overspeed and A/P disconnect, some of my flights was ruined with this phenomena, discontinual atmospheric pressure change was transformed into abnormal vertical speed and my C172 lost wing
'Live' weather services have problems. The more arcade 'sims' just plug into a weather service, and maybe offer a few token weather presets, then give up on simulation.
METARs are horribly incomplete (it could just say CAVOK..), METAR observations are for some time in the past at one location, and METAR are suddenly updated at long intervals - when there are sudden requests for a different weather with no warning it's hard to do anything about it?. The best a craft can do is to smooth input, or protect against it if possible. How many METAR stations are around depends on the area, so METAR is a very inconsistent thing to use.
Simulated weather changes as the plane moves as well as evolving with time, and how fast it changes with distance is controlled by the scale sliders - if the weather doesn't change with shorter flights people may have the scale sliders set too high.
V12 wrote in Fri Aug 27, 2021 6:03 am:3. cloud generator has problem with performance, sometime user can see, how clouds fields are generated cloud after cloud, it is very ugly. In this case at 4:52. This is visible almost in the all FG videos when LIVE weather was used. It is immersion killer for me.
This could be Live weather thing where the METAR for one or more of the stations surrounding a person suddenly changes - it could even be when a plane moves into the range of new stations.
The distance at which clouds are generated is controlled by LoD ranges I think?, and maybe a bunch of other AW proerties. Increasing whatever those are should let clouds spawn further out. There's probably room to turn up some default limits on newer CPUs.
Clouds in FG are often physics objects with flows of air that evolve depending on conditions including what terrain they pass over. These are simulated individually. They aren't there for art reasons like in other 'sims' - so there will be some delay in populating, that could be visible even on fast CPUs at start up.
At 4:52 it seems either it was a METAR change thing, or this persons computer was a bit slow, or increasing whatever controls cloud population would help.
Was this taken on your computer? What is wrong with the trees?? Normally trees look like this
img1. With AA disabled trees use a different codepath and become blocky
img2.
Kind regards