YSFlight addon development, questions, tutorials, & more!
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decaff_42
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by decaff_42 » Sat Feb 04, 2012 8:18 pm
Having a bunch of trouble with connecting pieces on this next section I'm making. My measurements are right, but things aren't meshing...
Anyway, here's an updated version of the compilation and the final version of NF 51-14.

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by Ysflightphil » Thu Feb 09, 2012 7:55 am
bernholm wrote:English: I am Excited.
I really am. This is a great map for newer VA's.
We Just Waiting For It Before PALv Start Operations

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by bernholm » Thu Feb 09, 2012 8:42 am
Meanwhile, we can fly HK and Hawaii.
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by aeTIos » Thu Feb 09, 2012 9:49 am
Holy crap this looks super duper cool

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by decaff_42 » Thu Feb 09, 2012 2:11 pm
@ aeTIos Thanks mate
I figured out the problem, and it's not my fault. ND 51-9 (upper left section) goes beyond a certain longitude on the right side of the section, which ND 51-10 (upper right section) starts at, creating an overlap that I'm having trouble dealing with.
My solution: Create ND 51-9 and ND 51-10 as the same .fld file. That will help me take care of the troublesome edge and concentrate on actually building the map.
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by Shutter » Thu Feb 09, 2012 6:22 pm
Definitely looking forward to this.

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by decaff_42 » Thu Feb 09, 2012 7:34 pm
Thanks man.
It's going to be a long project, but I'm looking forward to when it is completed.
EDIT:
MUAHAHAHAHAHAHA!!!! MY PLAN IS WORKING!!! I feel like such an evil genius.

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by decaff_42 » Sat Feb 18, 2012 7:05 pm
Check it out!!!
I completed the next section (ND 51-10) Lucena. Here's a pic of the fld and then the up-to-date map.
The complete map so far is 600 ish kb. On this last section, I tried to reduce the number of vertices and it paid off with it only taking about 100kb for ND 51-10. The remaining sections that I do should fall into this size range, hopefully keeping lag to a minimum.
No firm plans on the ground objects, but I'm looking for something that will be low-lag in small numbers and be mostly related to the airports, with a couple of stock buildings for the cities.

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by Gunny » Sat Feb 18, 2012 7:27 pm
Suggestion decaff limit your use of ground objects at airports to VORs and ILSs.The ILSs will give a viewpoint without having to create one for each tower.
I know its a pain in the sitdown to make so many elevation grids but its worth it to save space in the long run.And use Airbournes method of using thick lines to approximate buildings in mass it also reduces lag.Your doing good work there.

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by Welshy » Sat Feb 18, 2012 7:28 pm
Use elevation grids for buildings = less lag
I would also like to announce officially that OAVA will be officially expanding its operations to the Philippines

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by jetskit » Sat Feb 18, 2012 8:05 pm
Can this map be unpaved so me and hawkstar can do roadtrips


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by Gunny » Sat Feb 18, 2012 8:13 pm
If the map is
unpaved you wont be going anywhere.


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by decaff_42 » Sat Feb 18, 2012 11:01 pm
Gunny, if I add roads and make them driveable, but not the rest of the land, will that add a lot of lag/file size?
Perhaps I'll only do it on one island so you guys can tear that up, but leave the rest as thick lines.
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by jetskit » Sat Feb 18, 2012 11:46 pm
Just make the map all paved like pmnv,therefore we can do like presidential roadtrips,and btw u are doing a wonderful job !
and haha yeh gunny i never noticed i said unpaved lol !

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by Gunny » Sun Feb 19, 2012 12:02 am
Well Decaff like everything in the scenery editor lag is cumulative meaning that the more elements you add the more lag you get.When Patrickn made one large R/W Rec. region in his scenery's it was an attempt at reducing cumulative lag.I think he succeeded.And it seemed to work on his USA map.
And if people complain that that is not realistic.Just tell them that this ain't Burger King.

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by Ysflightphil » Sun Feb 19, 2012 2:04 am
welshy wrote:Use elevation grids for buildings = less lag
I would also like to announce officially that OAVA will be officially expanding its operations to the Philippines

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by decaff_42 » Sun Feb 19, 2012 2:28 am
Gunny wrote:Suggestion decaff limit your use of ground objects at airports to VORs and ILSs.The ILSs will give a viewpoint without having to create one for each tower.
I know its a pain in the sitdown to make so many elevation grids but its worth it to save space in the long run.And use Airbournes method of using thick lines to approximate buildings in mass it also reduces lag.Your doing good work there.
Would it be possible to just import the elevation grids for buildings? I could just make five or so and then import several of each?
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by bernholm » Sun Feb 19, 2012 2:43 am
Only use stock skyscrapers for Makati (Manila's central business district) and surrounding business districts. Also use a mixture of mh3w houses and elevation grid houses for houses in Paranaque, Las Pinas etc. and places like Cavite etc. Also use low, wide rectangular elevation grids maybe 30-40 ft (9-13 meters) tall, but a few hundred ft long (up to 100-120 m long) for the shopping malls that dot Manila. To find them just look up Manila on google maps and scan the area for the little shopping bag icons.
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by Gunny » Sun Feb 19, 2012 2:56 am
Sure you can do that.It would save time.But the end result would still be lag.Its always a balancing act between detail and lag if your trying make a scenery for the servers.
But don't get discouraged your doing a great job so far. And I am sorry for not being able to help more.

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by decaff_42 » Sun Feb 19, 2012 3:28 am
I appreciate any help you give me Uncle Gunny

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