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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...
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 .
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
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 !?!?!?Deans repaints: http://www.deeknow.com/
X570 Mini-ITX m/b - Ryzen7 5700X3D (8c/16t) - RTX 2060-super - 32GB 3600MHz DDR4 - Win10 - P3Dv5.3
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 !thus causing a real bottleneck of bother !
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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