Festival of FlightGear 2016 (Spring) -- Japan Coordination

Airports with problems of all kinds
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IAHM-COL
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Re: Festival of FlightGear 2016 (Spring) -- Japan Coordination

Postby IAHM-COL » Thu Apr 07, 2016 7:30 pm

I dont mind at all.
Put in in our google drive share if you wish ;)

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IH-COL
https://raw.githubusercontent.com/IAHM-COL/gpg-pubkey/master/pubkey.asc

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If we gave everybody in the World free software today, but we failed to teach them about the four freedoms, five years from now, would they still have it?

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SHM
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Re: Festival of FlightGear 2016 (Spring) -- Japan Coordination

Postby SHM » Fri Apr 08, 2016 1:24 am

Guys,

We have a problem.
I decided to renovate Narita with better modelling and texturing and that is definitely causing a hit on fps.

My question is should I reduce the tex quality and resolution or leave it as such and provide via TerraGit the 2 versions?
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IAHM-COL
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Re: Festival of FlightGear 2016 (Spring) -- Japan Coordination

Postby IAHM-COL » Fri Apr 08, 2016 1:27 am

if it impacts fps, it is better by all means to work better on it.
There are many things that can shut fps on the foot, and they are sometimes the less usual suspects.

Size and resolution of texture ==> not that much
Number of vertex and faces of an object ==> A LOT
Number of drawables per object ==> A LOT
complex XMLs, specially RANGE animations ==> A LOT
If you have many objects reduce complexity, and see the fps return.

Best,
IH-COL
https://raw.githubusercontent.com/IAHM-COL/gpg-pubkey/master/pubkey.asc

R.M.S.
If we gave everybody in the World free software today, but we failed to teach them about the four freedoms, five years from now, would they still have it?

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SHM
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Re: Festival of FlightGear 2016 (Spring) -- Japan Coordination

Postby SHM » Fri Apr 08, 2016 8:54 am

RJAA

I tested it on a laptop with very low performance (All shaders low), and I am able to get FPS in the 20's with the UFO.
So on my gaming rig it won't be a problem at all. At the end I guess we can sacrifice some FPS for this quality of Buildings. ;)

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T1 is done. Jetways added (Not animated, Also need to texture it).
T2 : I just decided to retexture it.

SHM
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J Maverick 16
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Re: Festival of FlightGear 2016 (Spring) -- Japan Coordination

Postby J Maverick 16 » Fri Apr 08, 2016 1:38 pm

Finished Yokota today, gonna start somewhere else later:

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Regards, Mav
Breakin' the sound barrier every day!

Scenery designer, basic livery maker, aircraft developer (current project: F-16).
Using Thrustmaster FCS Flight Pack.
Follow me also on Instagram & Twitter @j_maverick16, Google+ and YouTube.

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SHM
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Re: Festival of FlightGear 2016 (Spring) -- Japan Coordination

Postby SHM » Fri Apr 08, 2016 1:39 pm

All the ones here needs to be generated.
https://github.com/SH-M/Festival-of-Fli ... Japan-2016
Maybe not RJBB.

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SHM
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Re: Festival of FlightGear 2016 (Spring) -- Japan Coordination

Postby SHM » Fri Apr 08, 2016 1:41 pm

Does anyone have some static planes with Japanese liveries. I thought of adding a few to make the airport more lively.

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Re: Festival of FlightGear 2016 (Spring) -- Japan Coordination

Postby elgaton » Fri Apr 08, 2016 2:15 pm

@SHM: I would suggest using the AI subsystem instead (even though it has some bugs in the latest FG version, it can be disabled by people who have less powerful graphic cards, while those who have a more beefy system can also see the planes move on the ground and take off).

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SHM
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Re: Festival of FlightGear 2016 (Spring) -- Japan Coordination

Postby SHM » Fri Apr 08, 2016 2:16 pm

I'm too lazy to make the groundnet :P
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Re: Festival of FlightGear 2016 (Spring) -- Japan Coordination

Postby J Maverick 16 » Sat Apr 09, 2016 2:49 pm

Yokota AB scenery available here: https://github.com/JMaverick16/RJTY-fg- ... ree/master
Download it and test to see if there are any errors or missing files.
Regards, Mav
Breakin' the sound barrier every day!

Scenery designer, basic livery maker, aircraft developer (current project: F-16).
Using Thrustmaster FCS Flight Pack.
Follow me also on Instagram & Twitter @j_maverick16, Google+ and YouTube.


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