FSDreamTeam forum
General Category => General Discussion => Topic started by: wb2002 on July 15, 2013, 02:10:20 am
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After immersing oneself of programming the FMC's and etc., flying to an airport and departing the plane, you can walk through the inner airport itself (just like in real life). I don't know if it would still be FSX but I believe this is possible for airport scenery developers. Given the level of detail that FSDT has provided in their latest creations, led me to this thought. Who knows, you might even have to get pass a security checkpoint before entering the cockpit.
Cheers. . . . . Anticipating KIAH has made me this happy.
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Dude this is a flight simulator.. not an airport simulator.. :)
And our precious 4GB of Memory in FSX is dwindled enough, we certainly don't need another 500MB being used up to create a detailed rendition of the interior of an airport.
If you have Flightbeam's KIAD, they did a good job of creating the feel that there is an inside to the buildings when you park your aircraft at the gate, and the windows are actual windows. (Even though its' the same thing over and over).
FSDT CYVR has this also in the Main area, which looks very good, especially at night.
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Dude this is a flight simulator.. not an airport simulator.. :)
It appears that now days whenever someone come up with an idea that's different, there are always putdown remarks. This was just a thought however, how can this be an effective flight simulator without airports and why go through all the details that FSDT put in to producing them? I also imagine that programming can be done utilizing features of FSX that the effective use of memory space can be swapped/dumped depending on what feature is currently being used.
Without imagination where would FSX be today? Even I, had no idea that FSX would be what it is today when I purchased it in October of 2006 - and now it is 2013, close to 7 years later.
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It appears that now days whenever someone come up with an idea that's different, there are always putdown remarks.
Hate to say it, but you're asking a lot from a 32 bit program. Maybe when Prepar3d becomes 64 bit and can use more memory, something like that might be feasible.
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ORBX has a freeware walking maching that lets you walk around the airport... It's called Bob...
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He's talking about buildings with modeled interiors, not something like BOB.
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ORBX has a freeware walking maching that lets you walk around the airport... It's called Bob...
Making a walking camera it's very easy to do. Doing what makes walking around the airport worthwhile, such as detailed airport internals that is hard, and it won't probably fit in a 32 bit program.
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Hey I agree it's what the guy has in mind, but it's useful to meet him half the way no?
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I realize that it may be difficult, if not impossible, however, I can imagine it being done. I do know there are other pc games that are base on the ability to go through doors, up/down steps, hallways and etc. and try to keep from being shot and shooting various weapons. I do not play them but have seen my grandkids do so, with remarkable graphic images. I also imagine, at one time or another, the ability of what we see now with FSX and able to do, was considered almost impossible. Look at what can be done with the passenger cabin in Captain Sim B777.
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I realize that it may be difficult, if not impossible, however, I can imagine it being done
Maybe a very small airport, but a big international hub, we have FAR more things to focus on in FSX than the interior of an airport.
I do know there are other pc games that are base on the ability to go through doors, up/down steps, hallways and etc. and try to keep from being shot and shooting various weapons
These games were made in 2012, and are 64-bit. And FAR less complex.
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Maybe a very small airport, but a big international hub, we have FAR more things to focus on in FSX than the interior of an airport.
FAR more things like WHAT?
These games were made in 2012, and are 64-bit. And FAR less complex.
NOT all true. These games were available long before 2012 and many were using only 32bit.
NOT everyone have the same opinion (which is a good thing) however, don't confuse your opinions with facts.
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FAR more things like WHAT?
The exterior...for example ?
Since we have to fit *everything* in less than 4GB, and many people are already dangerously close to the limit, up to the point they NEED those extra 400-500MB saved by using DX10, exactly as I've said, before we could start doing detailed interiors, a move towards 64 bit will be needed.
NOT all true. These games were available long before 2012 and many were using only 32bit.
The usual mistake...to compare a fully EXTENDABLE Flight Sim with a WORLDWIDE coverage that cover REAL world, with an FPS shooter...
Let's see how many things an FPS can do, and a Flight sim can't, to save memory and get better performances:
- An FPS has a controlled set of levels ( = scenery ), and the designers can even tweak the story to be sure the player won't get into trouble. A Flight sim doesn't have this luxury, the user should be allowed to fly anywhere.
- An FPS (or any other game) is not usually stuffed with DOZEN of 3rd party add-ons running at the same time, and no game offer the same level of extensibility, such any number of 3rd party .DLL and .EXE modules calling an API, Gauges with executable code, virtual cockpits with hundreds of animations, etc.
- A Flight sim is supposed to display things as they are in reality, a game can create a scenery which is both nice to look at AND optimized, without having to worry being real. Obvious example: the New York area contains a city with hundreds/thousands of buildings, 3 large airports and several smaller ones, all in a very short distance. We just can't remove an airport because of fps problems or because all 3 don't fit in memory, a designer for a game could just move the airport some miles away and simply adapt the "story" or the game to that requirement. We can't do that...
- A normal game might not allow a certain level to be played in every day/dusk/night condition or in any weather condition (with weather info coming from *outside*, because is supposed to be the real one), but instead can include all pre-baked textures for the single light condition the designer has specified for *that* level. The games that simulates changing light and weather conditions are NOT those with the most striking visuals.
- An FPS doesn't have any complex simulation to run. It doesn't need hundreds of AI with real world schedules, even when there are AI doing stuff, a game designer can just skip real world schedules and just add only the number of NPC (non-player-characters) he KNOWS the system can handle.
- An FPS doesn't have 100 nautical miles of visibility. Many of them are not even running in the open, but inside buildings. Obvious trick to further save fps, because you just don't draw what's behind the next door.
This list can go on and on, but the concept is quite clear: you can't compare a realistic Flight sim to an FPS, they are really too different.
In any case, I do remember BEFORE Crysis 2 came out, people were shouting on forums things like "when Crysis 2 will be out, it will run like a dream on a PC that can barely handle FSX, you'll see". It came out, and the sentence "Will this PC be able to run Crysis 2 at full detail?" became even more widespread than the same about FSX...
NOT everyone have the same opinion (which is a good thing) however, don't confuse your opinions with facts.
Exactly my point...
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OK - I give up. . . . . . :(
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OK - I give up. . . . . . :(
Don't give up, you never know what technology will bring us in the next decade..
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Half of us may be dead by then. ;D
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I mentioned "giving Up' with reference to convincing individuals that have trouble imagining this idea. As a matter of fact, after purchasing FSDT scenery, I use a luxury car to tour the airport. I drive it into hangers and cargo storing areas. Driving around in FSDT airport hangers is not much different than walking around in airport terminals. I even drive it on the roads leading to & from the airport - Have some trouble with the elevated areas. In the past, I have entered some airport terminals with the "Walk & Follow" program I purchased years ago. I don't remember exactly what scenery it was but, I have entered airport terminals in FSX and saw views outside, from the inside. After experiencing these things and seeing how I can move about the passenger cabin in the Captain Sim B767 & B777 A/C's, it becomes easy for me to imagine and consider this feature about airport terminals.
My first statement concerning this did not say it had to be FSX but, with my experiences with FSX and what has been done by developers already, I can conceive this feature without much difficulty.
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I mentioned "giving Up' with reference to convincing individuals that have trouble imagining this idea
It's not that we have trouble imagining the idea, it's that it's IMPRACTICAL.
Driving around in FSDT airport hangers is not much different than walking around in airport terminals.
The difference is just one: It makes sense going around airport hangars because we are in a Flight Simulator, it doesn't make sense to walk around insides of airports because this isn't a airport passenger simulator.
In the past, I have entered some airport terminals with the "Walk & Follow" program I purchased years ago. I don't remember exactly what scenery it was but, I have entered airport terminals in FSX and saw views outside, from the inside. After experiencing these things and seeing how I can move about the passenger cabin in the Captain Sim B767 & B777 A/C's, it becomes easy for me to imagine and consider this feature about airport terminals.
It was probably the old Flytampa Dubai scenery, which was originally for FS9, and the "inside" of that was for Looks on the outside, because the terminal has a lot of glass on the outside.
Does it not sink in your head about FSX's finite 4GB of memory? Why would developers even THINK about the inside of the airport when the complexity of addons now are reaching higher and higher levels? More addons are being stuffed into every area every day? They have MUCH more things to focus on, adding new features, more stuff etc, to the airport on the OUTSIDE, where you will be spending 99% of your time.
If you really load up your Flight Sim to just go inside to the airport and watch AI, I really suggest a new game for you.
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I mentioned "giving Up' with reference to convincing individuals that have trouble imagining this idea
It's not that we have trouble imagining the idea, it's that it's IMPRACTICAL.
Driving around in FSDT airport hangers is not much different than walking around in airport terminals.
Matter of opinion.
The difference is just one: It makes sense going around airport hangars because we are in a Flight Simulator, it doesn't make sense to walk around insides of airports because this isn't a airport passenger simulator.
Not brilliant statement - again, matter of opinion.
In the past, I have entered some airport terminals with the "Walk & Follow" program I purchased years ago. I don't remember exactly what scenery it was but, I have entered airport terminals in FSX and saw views outside, from the inside. After experiencing these things and seeing how I can move about the passenger cabin in the Captain Sim B767 & B777 A/C's, it becomes easy for me to imagine and consider this feature about airport terminals.
It was probably the old Flytampa Dubai scenery, which was originally for FS9, and the "inside" of that was for Looks on the outside, because the terminal has a lot of glass on the outside.
Does it not sink in your head about FSX's finite 4GB of memory? Why would developers even THINK about the inside of the airport when the complexity of addons now are reaching higher and higher levels? More addons are being stuffed into every area every day? They have MUCH more things to focus on, adding new features, more stuff etc, to the airport on the OUTSIDE, where you will be spending 99% of your time.
If you really load up your Flight Sim to just go inside to the airport and watch AI, I really suggest a new game for you.
Like you, I am fully capable of choosing whatever game I like and don't need suggestions in this area. I was into flight simulation with SubLogic when flight simulators and personal pc's were first available. I was and have built personal pc's when they were based on 8-bit binary system that did not have video screens but only light indicators representing input/output communications and results.
I would like to consider this topic closed. I understand there are some that do not share my views or imagination and now turning this subject matter into criticisms and provides the opportunity to be unkind with one another. I request moderator/administrator delete entire subject and threads.