Real NZ/VLC NZWN preview

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Postby Splitpin » Sun May 19, 2013 3:56 pm

ohmy.gif wub.gif New_Zealand_etc.gif thumbup1.gif pretty much sums it up ...... my goodness..
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Postby toprob » Sun May 19, 2013 3:57 pm

jpreou wrote:
QUOTE (jpreou @ May 18 2013,8:54 PM) <{POST_SNAPBACK}>
Hi Robin, I'm an ORBX user, as you will know from previous emails. I'm right in there if you can make it compatible. Looks fantastic.


One good thing about using a custom mesh is that I don't need to worry too much about Orbx's mesh getting in the way -- this is normally the first issue I need to deal with. I've just done a weekly check of the current development with FTX NZ enabled, and it is looking promising. One problem I'm not looking forward to dealing with is the changes necessary to get default autogen working with FTX -- I've always used some sort of compromise in the past, but I'd rather not have to compromise with NZWN. I'm really trying to get around having to have two separate versions, though.

Today I started on getting the road traffic running under the runway, works a treat! I've yet to see whether the AI fall into the hole underneath the runway though...
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Postby MichaelBasler » Sun May 19, 2013 7:57 pm

Robin, you probablöy know ORBX is about to change the way they manage Autogen at the advent of (or shortly after) FTX Global. This is supposed to make switching regions including exchange of autogen files obsolete. The details are beyond my expertise but, maybe, this will make your life more easy? I am convinced, the majority of ORBX users will adopt FTX Global soon after release (set to 15 June), so it may be a good idea to take this into axccount in advnace. Maybe, you can contact them (or someone in contact with them) about this or even get a beta for testing?

Kind Regards, Michael
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Postby Ian Warren » Sun May 19, 2013 11:50 pm

MichaelBasler wrote:
QUOTE (MichaelBasler @ May 19 2013,8:57 PM) <{POST_SNAPBACK}>
Robin, you probablöy know ORBX is about to change the way they manage Autogen at the advent of (or shortly after) FTX Global. This is supposed to make switching regions including exchange of autogen files obsolete. The details are beyond my expertise but, maybe, this will make your life more easy? I am convinced, the majority of ORBX users will adopt FTX Global soon after release (set to 15 June), so it may be a good idea to take this into axccount in advnace. Maybe, you can contact them (or someone in contact with them) about this or even get a beta for testing?

The Global do-daky thingy is something i am interested in seeing how it affects AGN across the board , across the spectrum ive notice in many peoples scenery screens the old ORBX affects roof tops world wide .. so the Gable texture may have an international fix ... but at a cost and do wonder what other it has to add , just a wait and see .
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Postby toprob » Sat May 25, 2013 2:51 pm

At the moment I have road traffic going into the tunnel, but not coming out. I don't know where it goes...

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Postby chopper_nut » Sat May 25, 2013 2:59 pm

toprob wrote:
QUOTE (toprob @ May 24 2013,2:51 PM) <{POST_SNAPBACK}>
At the moment I have road traffic going into the tunnel, but not coming out. I don't know where it goes...



A big pileup in the tunnel laugh.gif
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Postby deeknow » Sat May 25, 2013 3:59 pm

toprob wrote:
QUOTE (toprob @ May 25 2013,2:51 PM) <{POST_SNAPBACK}>
At the moment I have road traffic going into the tunnel, but not coming out. I don't know where it goes...

The Rongotai Triangle !?!?!? laugh.gif
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Postby Ian Warren » Sun May 26, 2013 5:28 pm

Its Mr Aaron Gilmore , well since the duffess lost his job in the beehive, he's out car stealing .. .. his ploy "Stop Stop" .. whiles in the tunnel .. he yells "DO YOU NO WHO I AM" .... sure that was in secret job creating millions for himself .....
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Postby NZ255 » Mon May 27, 2013 5:29 pm

Couldn't think of anything funny to say...but could it be that the FSX engine has happened to split the traffic vector and display traffic going in then they disappear at that point? (Because any car only goes a few hundred metres and a section of line, I think (making up the numbers a bit). Although that wouldn't explain the cars not coming out of the tunnel...

Hmmmm, nevermind
Last edited by NZ255 on Mon May 27, 2013 5:30 pm, edited 1 time in total.
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Postby Ian Warren » Mon May 27, 2013 5:55 pm

NZ255 wrote:
QUOTE (NZ255 @ May 27 2013,6:29 PM) <{POST_SNAPBACK}>
Hmmmm, nevermind

Nick , think you nailed it ! "The Rongotai Triangle" a vectored triangle of deception , Mr "Do You No Who I am" vectoring vay-hick-cals stealing the engines after the major pileup in the tunnel ! unsure.gif thus causing a real bottleneck of bother !
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Postby toprob » Mon May 27, 2013 6:04 pm

Good to see you giving it some thought, Nick. This has turned out to be one of those things which FSX just can't cope with, so I need to figure out a compromise. Traffic does in fact go through the tunnel and out the other side. However once I 'harden' the runway threshold so that aircraft don't fall through, the road traffic 'pops' up to runway height, and then drops back down when it leaves the tunnel.
There are a number of solutions, none of which are ideal. When I took the screenshot, I had split the traffic vector line into two, one going into the tunnel a little bit, and the other coming out. The idea being that nobody would notice that the traffic entering the tunnel isn't the same as the traffic leaving. However this doesn't work, as the exiting traffic doesn't appear until further along the road. This is a common problem with FSX, I don't know why traffic doesn't like some areas.
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Postby NZ255 » Mon May 27, 2013 8:04 pm

Ah, ok.

Are you hardening the threshold in a model, or using a flatten with the terrain?
Wait you'll be using both right? The flatten to create the tunnel base and a harden for the threshold?

I suppose you could make your own cars but where does it stop.
Oh well, the pilot should be focused on the runway right? smile.gif
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Postby Timmo » Mon May 27, 2013 9:35 pm

It's odd that it does things differently for different directions.....I do seem to remember that traffic is only drawn for each LOD ? tile and disappears after that. There is a LOD 14 boundary which runs pretty much up and down the runway so it may have something to do with that?
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Postby toprob » Tue May 28, 2013 12:39 pm

Timmo wrote:
QUOTE (Timmo @ May 27 2013,9:35 PM) <{POST_SNAPBACK}>
It's odd that it does things differently for different directions.....I do seem to remember that traffic is only drawn for each LOD ? tile and disappears after that. There is a LOD 14 boundary which runs pretty much up and down the runway so it may have something to do with that?


Yes, the problem traffic does disappear on the LOD edge, but the east-side traffic happily runs through LOD boundaries all the way into the tunnel. And weirdly enough, my original road, which ran all the way around the airport, still works fine, albeit with the traffic leaping onto the runway. I may look at keeping this, and somehow adjusting the track a bit to just miss the runway harden. This will look a bit strange inside the tunnel, but you can't have everything....
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Postby toprob » Fri Jun 07, 2013 5:30 pm

I'm now posting development info on NZWN on my own 'Godzone/Development' blog. This is a lot easier to maintain than posting here at the moment.
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Postby gojozoom » Wed Jun 12, 2013 8:48 am

Hi Rob,

AirdailyX just posted a review of GodZone Nelson.

http://airdailyx.blogspot.no/2013/06/godzo...son-review.html

Nice!

Dan
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