Europe Theater Discussion
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Lukas,
Despite the fact that you don’t want discussion about the 128 / 256 segment thing: 256 doubles (quadruples?) the complexity and amount of work needed, so if the average Falcon theater already takes many years for completion (if accomplished at all), 128 would provide a better chance for a finished theater. I’d rather fly Europe in 4 years time, than to watch graphics of a WIP on this forum in 6 years time.
Although a complete Scandinavia is teasing, of course
I see your point Snail. 128 is completely tiled….but made according original F4 triangulation…i can not release even if i want ( watch https://www.benchmarksims.org/forum/showthread.php?9734-X1-color-in-BMS-4-32&p=216790&viewfull=1#post216790)…and i dont want, because work was done outside 128 area…I have too much plans around Kola peninsula…192 is not supported by new terrain utilities …if i want to open it in TE, i must work with 256 version of it with empty NE - very impractical…so 256 is the only option - it also offers nice places as bonus (Iceland, Crymea, Svalbard, Thule…)
BTW before starting to speak about its size gents (150MB + additional MBs for campmap) , just count the amount of porn on your harddrives :razz:Otherwise I have plan to release 256 ver. for developers interested, when tri-issue solved. I can not tile half of theatre according old tri rule and another part to new rule. There is no need for whole area to be finished, just final composition needed.
It seems this is my current possition:
I can understand the desired code change is perhaps not as easy I imagine….no need to have a fix in month or two…just say if there is a will to solve it…whether it is possible and planned…I dont want to waste another valuable years ( my boys are growing so fast…)
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The thousands of lakes in Finland doen’t have to be that accurate. Variation tiles could solve that.
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The thousands of lakes in Finland doen’t have to be that accurate. Variation tiles could solve that.
Finland is not so big problem - quite flat landscape. Rocky coastlines, northern Scandinavia, Kola peninshula and Iceland is rather problem.
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Those areas need lots of TLC and high resolution grids.
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Lukas, if you ever come that far: here are the current and former Swedish airbases. Most of them have a link to a sattelite view.
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Those areas need lots of TLC and high resolution grids.
what is TLC?
I am not calling for higher resolution suprisingly. If there will be L0 option in the future, I will be happy tho. But I am sure, better to use some kind of fractal derivation from L2-> L0, then import hi-res raw highdata. Falcon4 terrain is grid based. Now we have ideal state, when the same grid is visible everywhere. If there would be L0 resolution activated, then just in some shorter distance, means high risk of pop - ups. Main terrain shape should be L2 shape (visible upto the horizont), higher lods just for small scale “noise”.
BTW with L0, 256 seg is no more 150 MB -
Tender Loving Care.
I have tried to tile coastal Norway earlier, and it didn’t look good.
Your left side of the tile start at sea level by a fjord , and the right side of the tile is 500 meter above. Then you need road, coastline and mountain on the same tile. Put some 3 D vehicles in….and it just looks bad.
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Lukas, if you ever come that far: here are the current and former Swedish airbases. Most of them have a link to a sattelite view.
I can say all yellow spots (handtiled airbases) on this picture, are made using website you posted as reference. I had opened about 5 other map sources, when handtiled them.
Many of them were tiled about 6 years ago (Baltic later). I watched the site, they are still thickening the network - it is possible, there are some airstrips I dont have in my terrain.
BTW The reported problem with triangulation relates to already tiled and flattered airbases as well. I am not lake-nerd, it is really serious issue.
a
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Tender Loving Care.
I have tried to tile coastal Norway earlier, and it didn’t look good.
Your left side of the tile start at sea level by a fjord , and the right side of the tile is 500 meter above. Then you need road, coastline and mountain on the same tile. Put some 3 D vehicles in….and it just looks bad.
watch my result at the bottom of the post #4 (in BMS)
https://www.benchmarksims.org/forum/showthread.php?9734-X1-color-in-BMS-4-32&p=123848&viewfull=1#post123848
I am satisfied with it even it is L2 resolution. I think with such a 256 decent terrain u have good playground for further work… -
I’m a bit confused. Are you saying that a 128 size Europe is ready for campaign building and applying a DB?
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I’m a bit confused. Are you saying that a 128 size Europe is ready for campaign building and applying a DB?
128 is porked by new triangulation a bit. I want to release 256, not 128. To release 256, I want to have whole Scandinavia tiled, but it is on hold…I can not tile part of terrain according one type of triangulation, another according to another…
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The 256 size is simply too big. ATO cannot handle, you make most of theaterfor a big nothing because only that part can be used what is covered by the 128 size theater…
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better use the area, covered by 64 theater
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Hi
In your picture, there is one airbase (yellow dot) missing in Austria (Zeltweg Airbase - LOXZ, http://www.austrianairfields.com/LOXZ.htm#)
-> its the only real fighter base in Austria, would be fine if it was included in the theater.
Maybe I can provide you with maps and pictures, if you like. -
The 256 size is simply too big. ATO cannot handle, you make most of theaterfor a big nothing because only that part can be used what is covered by the 128 size theater…
???
Cheers
Biker -
I do not remember who said but big airbase - target distances are problematic for the AI. If you out sq. to their RL location they need air refuel but AI also not able to do it by own decision and even if is able nothing guarantee that tankers fly missions in the right airspace…
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Hi Molni,
I do not remember who said but big airbase - target distances are problematic for the AI. If you out sq. to their RL location they need air refuel but AI also not able to do it by own decision and even if is able nothing guarantee that tankers fly missions in the right airspace…
I’ve heard maybe there will be improvement in future versions on AI refueling…
Cheers
Biker -
Either for tanker patrol locations and AI behavior?
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Either for tanker patrol locations and AI behavior?
AI behavior first, for tanker patrol locations where do you want them to be???
Cheers
Biker -
AI behavior first, for tanker patrol locations where do you want them to be???
Cheers
BikerIdeally, for the support missions we should be able to create missions, like in the old Harpoon.
Mission: Air Refuel
Planes assigned: 3xtankers + 6xHAVCAP
Planes on station: 1xtanker + 2xHAVCAP