New Environment Upgrade for New Zealand

Read and report on flightsim developers progress of upcoming or completed products

Postby Timmo » Fri Jan 09, 2009 1:00 pm

Hi Everyone
In a few of my other posts I have been alluding to a upcoming payware project that I am involved in. Although it is still a fair way off, we thought it would be good to share some details of it with you now so that you can keep up with progress on this exciting project. We are still without a name and many details have yet to be finalised, but this will be released under the Sim Pilot Experience brand.

One of the major flaws of the RTM version of FSX was the landclass was woeful...most of New Zealand looked like a desert, many small towns were completely missing, and large areas of vegetation were completely overlooked. The water class wasn't much better with large tidal estuaries and inlets, which in reality are brown, shallow and muddy appearing as clean and deep. It locked up the potential that is inherent in the FSX display engine and reduced immersion provided by the simulator.

This addon for Micorsoft FSX not only rectifies this, but adds some exciting new features to unlock the potential in FSX and create a highly accurate and realistic Environment. Some of these features may be a world first.

Why is this more than just a landclass replacement?
There are many landclass files avaliable for New Zealand.....ours is different. If the aim of Flight Simulator is 'As real as it gets', then this addon stays true to this ideal. Not only are we using the best commercial data avaliable, we are compiling it in a way that maintains 100% spatial accuracy.

How do we do this?
The 'default' method of presenting changes in landcover in Flightsim is to use a simple raster/pixel image where each pixel represents a different type of vegetation or land cover. Using this method, the maxium accuracy that can be achieved is over 1.2km meaning that boundaries of forests and towns blend into each other over large distances. The real world is not like that. Forests stop at the boundary of the property. Farms stop at the edge of a road.

We have managed to compile the data in a way that gets around this limtation and maintains the full spatial accuracy of the data resulting in over 20 times better accuracy. Every boundary, road and object in our addon should be closer than 50 metres of its actual location.
If a forest stops at the boundary of a road in real life, it will do the same in FSX.
If a town boundary is stopped by a river or stream, it will do the same in FSX.

As well as very accurate landclass and water class for the whole of New Zealand, the package will also come with*:

Properly classified roads and freeways for the whole country
Rock outcrops
Tramping huts and tracks
Minor streams to compliment the larger River polygons.
Radar stations and radio masts for the whole country
Fencelines for the whole country**
Tanks (such as petroleum) for the whole country.
Waterfalls

There may also be some replacement key texturs to better display a landtype unique to New Zealand (although this package is not a texture replacement. Default textures are used when possible)

Although this is in the early stages of development, I've attached some screen shots below to see the difference between the default data and this addon

Near Murupara in the Bay of Plenty: Before

Near Murupara in the Bay of Plenty: After

Note: Areas of pasture are clearly defined in the valley.
Plantation forest is perfectly delineated- It has been completely missed in the default data.
Riparian trees are visible down the edges of the streams- these have a mixed vegetation type which will give colour in Autumn.
Roads have been correctly classified by surface and number of lanes. Tracks covering the whole of the country have been added (including tramping tracks). None of this is avaliable in the default data.

Near Whangarei Airport: Before

Near Whangarei Airport: After

Note: Urban areas match their real world locations and aren't 'splashed on' like when using traditional landclass methods.
Night lighting is provided for urban streets which adds depth and realism to the night scene.
Airport boundaries are correctly delineated.

Near Thames: Before

Near Thames: After

Note: Water class better represents areas of muddy water coming from the river.
The foreshore area is accurately defined with mangroves, beaches and rocks included.
Small towns and settlements are all included and correctly textured.

Queenstown: Before

Queenstown: After

Note: Small areas of vegetation such as plantation pine are all included.
Areas of 'desert' have been replaced with a texture that better represents the far south.
Different Alpine tussock species have been included using GIS data.

Taranaki: Before

Taranaki: After

Note: The 'desert' has been replaced, where appropriate with farm pasture.
The distinctive boundary of the National Park is clearly visible and accurately defined.
'Black sand' beaches are included where appropriate.

I will update this thread with more news, features and screen shots as they become avaliable.
*Please note that this is a work in progress so features and scenes are liable to change.

** Early testing shows a significant performance hit so this may be limited.
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Postby NZ255 » Fri Jan 09, 2009 1:07 pm

Wow! This is going to be at the top of everyone buying list when this is released! Great job to everyone involved! biggrin.gif
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Postby Ian Warren » Fri Jan 09, 2009 1:14 pm

Queenstown area has appeared to come to life ! , i guess you hav,nt tried add a little of RealNZ to compare screens PHOTO ver,s NEUNZ .
Quote , Early testing shows a significant performance hit so this may be limited. this could be interesting .
Last edited by Ian Warren on Fri Jan 09, 2009 1:16 pm, edited 1 time in total.
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Postby NZ255 » Fri Jan 09, 2009 1:36 pm

Ian Warren wrote:
QUOTE (Ian Warren @ Jan 9 2009, 02:14 PM) <{POST_SNAPBACK}>
Quote , Early testing shows a significant performance hit so this may be limited. this could be interesting .


Fencelines for the whole country**
** Early testing shows a significant performance hit so this may be limited.
Last edited by NZ255 on Fri Jan 09, 2009 1:37 pm, edited 1 time in total.
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Postby FlyingKiwi » Fri Jan 09, 2009 3:23 pm

That looks like just what I think we've all been waiting for, can't wait to see it completed!
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Postby pilotgallagher01 » Fri Jan 09, 2009 3:30 pm

Awesome Timmo
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Postby Adamski » Fri Jan 09, 2009 4:26 pm

Excellent, Timmo! thumbup1.gif

Any (rough) ideas as to how far off it is?
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Postby AlisterC » Fri Jan 09, 2009 6:07 pm

That looks really amazing, well done. It must be great to see the hard work paying off.
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Postby pilot.masman » Fri Jan 09, 2009 6:28 pm

mmmm, cant wait mate smile.gif
Current PC - 3.2Ghz quadcore , GTX470, 750W PSU, 3.5tb, 12gb ddr3
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Postby Timmo » Sat Jan 10, 2009 7:53 pm

Adamski wrote:
QUOTE (Adamski @ Jan 9 2009, 05:26 PM) <{POST_SNAPBACK}>
Excellent, Timmo! thumbup1.gif

Any (rough) ideas as to how far off it is?


I cant give any firm dates.....later this year is all Ill say. We want to be 'right'.
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Postby spongebob206 » Sat Jan 10, 2009 11:09 pm

Awesome mate,

look forward to it.
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Postby sandman » Sun Jan 11, 2009 12:07 am

Hi,
great procect! Looks like "VFR Germany" in our region. It´ll be fun to fly over the familiar places. Here is a potential customer!
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Postby Kelvinr » Sun Jan 11, 2009 9:44 am

What can I say, this has been a long time coming. Fantastic job so far. Keep us informed, can't wait.

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Postby Adamski » Sun Jan 11, 2009 1:21 pm

Timmo wrote:
QUOTE (Timmo @ Jan 10 2009, 08:53 PM) <{POST_SNAPBACK}>
I cant give any firm dates.....later this year is all Ill say. We want to be 'right'.

Yep - agreed. No sense rushing things if you then spend double the time to "fix" it! If you need any help web-wise - hosting of temporary files, updates, news or whatever, PM me winkyy.gif
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Postby deaneb » Mon Jan 12, 2009 8:28 pm

I echo everybody elses comments - this is fantastic. Not only does it dramatically improve the realism, but this will also give scenery designers etc a really good base from which we can make add on airports and other scenery features. Well done and I can't wait to see the final result.

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Postby gokanru » Mon Jan 12, 2009 10:26 pm

Great job there Timmo and the rest of the team involved in this.The hand is already in the pocket for this one.I think that this is the one everyone has been waiting for,I better start polishing Grandma up clapping.gif
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Postby Timmo » Mon Jan 19, 2009 7:35 pm

Just a few more pics to compare to actual photoreal- This is all using default textures.

The first pic is the default scenery looking from the top down view. The actual detail that this method of scenery generation is harder to spot at this scale but the blend between the details on an aerial photo* is what I'm trying to portray here.
(*part of the Real New Zealand Tekapo package)

Default (Summer)


The next screen grabs show the different seasons in this area (Note: The water class is still a work in progress)

Summer:

Autumn:

Winter:

Spring:


From a ground level the detail that this package will provide becomes more apparent.

Default:

Aerial Photo (Real New Zealand Tekapo- FS2004 version but in FSX)

New Zealand Vector Landclass addon


So even without using aerial photography, the feeling of flying over actual topography is enhanced. It is like suddenly turning up the screen resolution on your monitor as vegetation areas are no longer blurred and innaccurate in their portrayl: forests and areas of scrub follow the small scale boundaries as they do in real life (such as planting in the confines of a stream valley or a large pine shelter belt on the Canterbury plains)- This really adds to the immersion whether you are flying a 100 feet in a helicopter or at 30 000 feet in a passenger jet.

Cheers
Last edited by Timmo on Wed Jan 21, 2009 12:12 pm, edited 1 time in total.
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Postby Ian Warren » Tue Jan 20, 2009 12:58 am

Tim , Sweet to compare , love flying the photo real simply because it is , but the transit is the let down , this is the start , it going to be interesting to compare a ORBX , reason for the want off that scenery is the fixing of the roof tops on some default autogen buildings .
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Postby NZ255 » Tue Jan 20, 2009 12:28 pm

How did you get the shadows of clouds on the water?


Looks great!
Last edited by NZ255 on Tue Jan 20, 2009 12:28 pm, edited 1 time in total.
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Postby Timmo » Wed Jan 21, 2009 12:07 pm

That was just a leftover from some waterclass effects I've been trying- It isn't actually the cloud shadow, it is just an area of darker/deeper water in the middle of the lake. This has actually changed since this shot was taken.

Because It is almost impossible to assemble proper hydrographic information for the inland lakes, I was trying a simple distance function to infer depths/colours (i.e. I assume it will be deeper/darker blue at the edges, shallower/lighter blue at the edges). In that shot I hadn't quite assigned the colour ramp properly so there is a large area of darker/deeper water in the middle which happens to line up with the cloud.

Im hoping to obtain proper hydrographic information for the coastal areas because, as you may know, hydrography isn't as simple as a distance/depth relationship- Some parts of the coast stay shallow for a large distance from shore, some drop right off.
Last edited by Timmo on Thu Feb 05, 2009 10:05 pm, edited 1 time in total.
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