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Using release 2020.3.8

Installing FlightGear, scenery, aircraft etc. on Windows.

Re: Using release 2020.3.8

Postby peterg1000 » Sat Jun 12, 2021 10:05 am

Johan G wrote in Fri Jun 11, 2021 8:40 am:Nope you did not miss anything. It is just that unless you use ridiculously high resolution orthophoto imagery, the resolution will not be enough.


I fully understand your comment having viewed your screenshot - as you say terrabytes of data required from satellite pics .

OMG :shock: - at 100ft its undercarriage down and locked (long since), landing flap selected, approach speed set and trimmed and jiggle the airbrakes to just skim the hedge!! Oh and hope the field isn't to rough after it was selected at 500ft. (Gliding mode situation!!)

My thoughts were on classifying the terrain in more general terms, e.g. deciduous trees or evergreen trees, density (sparse to dense), area of applicability (boundary) etc. Classification might even be made automatic with some clever analysis software (which I'm sure must exist somewhere).

Maybe I am suggesting re-inventing the wheel here, but my thoughts were prompted by flying over an area I know intimately from my gliding days ( some fields rather too intimately!!) and found much of it unrecogniseable from 2000ft.
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Re: Using release 2020.3.8

Postby Johan G » Sat Jun 12, 2021 11:12 am

peterg1000 wrote in Sat Jun 12, 2021 10:05 am:Maybe I am suggesting re-inventing the wheel here [...]

Only almost. :wink:

peterg1000 wrote in Sat Jun 12, 2021 10:05 am:Classification might even be made automatic with some clever analysis software (which I'm sure must exist somewhere).

That is how the landclassing of some regions of the world was done. Some areas, like for example Europe have freely available GIS data that can be reused.

Unfortunately, with the current scenery architecture the landclasses are baked into the scenery mesh when it is created, in essence with each triangle being given a landclass. There is ongoing work to at some time improve the scenery architecture so the landclasses can be draped over the mesh with out being part of it.

peterg1000 wrote in Sat Jun 12, 2021 10:05 am:My thoughts were on classifying the terrain in more general terms, e.g. deciduous trees or evergreen trees, density (sparse to dense), area of applicability (boundary) etc.

That is pretty much exactly how the landclasses and default materials, that define what the landclasses will look like, are done. The regional materials are just more refined and adapted to better portray a certain region, like for example Scandinavia (which I, as someone who lives there, can say looks rather close to life, in particular with shaders on full).
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Re: Using release 2020.3.8

Postby vnts » Fri Jul 09, 2021 6:25 am

peterg1000 wrote in Sat Jun 12, 2021 10:05 am:My thoughts were on classifying the terrain in more general terms, e.g. deciduous trees or evergreen trees, density (sparse to dense), area of applicability (boundary) etc. Classification might even be made automatic with some clever analysis software (which I'm sure must exist somewhere).

There is classification data from CORINE or NLCD etc. but these usually don't cover tree densities, but they do cover scrubland and other land classes as well as different tree types. https://land.copernicus.eu/user-corner/ ... lines/html

Europe has higher resolution/quality landcover and terrain than the USA currently (except for custom scenries) in current old WS2 terrain.

Tree/bush density is set by regional definitions, and FG can vary tree density by creating procedural clearings, as well as thin out trees on slopes etc. See https://sourceforge.net/p/flightgear/fg ... .materials

peterg1000 wrote in Sat Jun 12, 2021 10:05 am:Maybe I am suggesting re-inventing the wheel here, but my thoughts were prompted by flying over an area I know intimately from my gliding days ( some fields rather too intimately!!) and found much of it unrecogniseable from 2000ft.

It's likely this area just doesn't have detailed regional definitions (and maybe textures) to drive procedural texturing: The quick update section has a list of areas with developed terrain: https://wiki.flightgear.org/Suggested_custom_scenery lists

FG will generate agriculture land patches, trees lining fields, and different types of forest, but the exact fields will not be in the same orientation - procedural texturing can look like this https://i.imgur.com/pqTa1U6.jpeg for an area that looks like this https://i.imgur.com/OrXK423.jpeg . Photoscenery at very high resolution can do fields but are very blurry, have incorrect colours/season, and the trees lining fields won't line up - https://i.imgur.com/1Jp2tJg.jpeg

FlightGear looks like this at high-ish settings in areas that have regional definitions that use recent engine features and accompanying textures (2 pages) : https://wiki.flightgear.org/Category:Sc ... h_settings The regional definitions system lets a small amount of work and simple text file changes create sweeping changes

See https://wiki.flightgear.org/Howto:Impro ... f_interest for a list of links for improving/changing something you see in-sim.
peterg1000 wrote in Sat Jun 12, 2021 10:05 am:gliding

You should read up on Advanced Weather , including terrain effects/thermals, turning up turbulence, and tweaking convection etc: https://wiki.flightgear.org/Weather#Advanced_Weather
https://wiki.flightgear.org/Soaring#Advanced_Weather

Kind regards
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