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Heathrow Modelling

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Re: Heathrow Modelling

Postby legoboyvdlp » Tue Feb 23, 2016 5:20 pm

Hey D-LASER
Nice job

I'm working on the signs; the whole airport SOUTH of 09R-27L is done; and I'm working in round T1-T2-T3 right now.

Too bad my computer is too awful for me to enjoy Heathrow in all it's beauty.
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Re: Heathrow Modelling

Postby pommesschranke » Wed Feb 24, 2016 10:21 am

legoboyvdlp wrote in Tue Feb 23, 2016 5:20 pm:Too bad my computer is too awful for me to enjoy Heathrow in all it's beauty.


The 50 (5 big + 45 small) T5 buildings are really low-poly. All together they have less verts & tris than this little devil:
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http://scenemodels.flightgear.org/app.p ... ew&id=4136
:)

The osm roads are still a bit heavy (800kB) :-(
Those shared fuel tanks have much more faces than needed :-(
Someone has to remove them because only 6 of them are there in real life.

London has a lot of buildings in the city center plus all the EGKK models.
Does it help if you remove those ?
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Re: Heathrow Modelling

Postby legoboyvdlp » Wed Feb 24, 2016 2:25 pm

Hmph, I'll see about the city center :)
Gatwick is fine; I think LOD takes care of that.
To be quite honest, it is not so much the recent development; when I used to fly into Heathrow, I perhaps had 1fps more than when I fly in today. So, grand job on keeping the development light :)
I'll take a look -- remember Barcelona, where apparently one model in the city center killed frame rates?
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Re: Heathrow Modelling

Postby surpii » Wed Feb 24, 2016 2:40 pm

I reverted to the old terrain to cover the city centre, but I kept the Terrasync terrain for the airport. I found that this improved my frame rate.
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Re: Heathrow Modelling

Postby legoboyvdlp » Wed Feb 24, 2016 2:49 pm

Ah, great, surpii -- just what I needed.
What tiles did you revert?
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Re: Heathrow Modelling

Postby pommesschranke » Wed Feb 24, 2016 2:57 pm

legoboyvdlp wrote in Wed Feb 24, 2016 2:25 pm: remember Barcelona, where apparently one model in the city center killed frame rates?


no. what was wrong with that model ?
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Re: Heathrow Modelling

Postby surpii » Wed Feb 24, 2016 3:13 pm

I took out:

w010n50/w001n51/2941787.stg

You can experiment with other tiles, especially the larger ones, as long as you leave in 2941786.stg which contains EGLL. This makes the terrain look a little awkward but it helped to reduce the frame rate for me. But make sure you backup your files.

If that doesn't work, maybe delete some generic pylons near EGLL. If you're flying a jet, the pylons don't really do anything in my opinion.
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Re: Heathrow Modelling

Postby legoboyvdlp » Wed Feb 24, 2016 3:27 pm

Replaced that one and the largest 6MB tile with the old scenery in branch fpsfix and pushed. Testing now.

And I got 4fps back. With two tiles.
Wonderful.

I'll also remove the pylons and such, also do a few more tiles, being careful about EGLL.
Bet you I get 10fps!
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Re: Heathrow Modelling

Postby PilotDjim » Wed Feb 24, 2016 6:13 pm

This is excellent could you add some more planes at gates, animated jetways and at night you can see the levels of the terminal on the inside too much. Also fix the parking so we can spawn into the airport at a parking space/gate.

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Re: Heathrow Modelling

Postby gooneybird » Wed Feb 24, 2016 7:52 pm

I would advise against adding static aircraft, especially at a heavyweight airport like Heathrow, as they all add to the airport footprint.
It is better to have a full set of parking positions as there is already a lot of AI traffic there and that will only increase as more traffic files are added or updated.
My Github repository (mostly AI stuff) https://github.com/gooneybird47
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Re: Heathrow Modelling

Postby legoboyvdlp » Wed Feb 24, 2016 8:16 pm

We already have animated jetways.

We are not SOURCE CODE (C++) developers, so how are we supposed to fix the parkings?

And we will be using AI traffic -- not static aircraft.

But thanks a lot DJIM -- any chance you xould tell us how it looks compared to the real thing?
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Re: Heathrow Modelling

Postby wkitty42 » Wed Feb 24, 2016 8:51 pm

parking is in the groundnet files ;)
"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up."
"Why not?" said Gurder.
"Dunno. It's frightened of heights, I guess."
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Re: Heathrow Modelling

Postby legoboyvdlp » Wed Feb 24, 2016 8:54 pm

Anyway, so I took a look at the AI TRAFFIC.

I saw some funny things.

1. An American 777 did a rejected takeoff. Yes, a rejected takeoff. It stopped on the runway, halfway down. Then a BA A319 took off, proceeding to do a tailstrike and holding that as it struggled to get off the ground. Then the 777 rocketed off. No. It did not return to the end of the runway.

2. I got bored and hit the 'a' key. A taxing aircraft started going at 50mph all over the aprons, including right through the terminals. Another Thomshon (?) 767 (?) ended up on the roof of T5B.

3. Three aircraft taxied to the runway by 3 routes. They met face to face. And had a standoff.

:) :LOL:
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Re: Heathrow Modelling

Postby wkitty42 » Wed Feb 24, 2016 9:51 pm

you think that's funny? some weeks ago i was sitting at KSFO watching the AI dances... at that time they were all making direct lines to the center of the runways where that transponder is... they'd sit and wait on the controller to tell them what to do (messages on screen when tuned to proper freq)... then a 747 or 777 or some other huge craft just lifted straight up into the air and circling around as it slowly gained speed and headed off on its flight... yeah, i took off like a heli! :lol:
"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up."
"Why not?" said Gurder.
"Dunno. It's frightened of heights, I guess."
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Re: Heathrow Modelling

Postby gooneybird » Wed Feb 24, 2016 9:56 pm

Welcome to the manic world of AI traffic, sometimes they work right other times they don't :lol:
http://forum.flightgear.org/viewtopic.php?f=19&t=19294&start=2670#p277475
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