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simmerhead

P3Dv2 + ORBX FTX Global Vector, first impressions?

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Those encasements are really spoiling it all for me. I could live with the mesh problem and maybe the amount of roads but those encasements… totally over the top. I've never seen cities where every road has encasements as wide as the road itself. On both sides. I think that if you could disable those encasement, the roads would be quite okay.

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Green parties would take much pleasure in these streets. :lol:

 

 

Those excessive encasements definitely ruin the whole cityscape. This is a real showstopper for me.

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I agree, in fact in addition to the whole mesh debacle, I hate the roads so much I've gone back to UTX, which I much prefer.

Agree.  Those roads to not look good at all.  Wish someone could create something similar to the roads found in xplane 10, which add dimension to that platform instead of another layer of low res stripes that cut across fuzzy ground textures.  If REX or UTX could do something along those lines people would certainly buy.

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As far as I remember, this encasement issue started with FTX England and was brought up back then.

 

John's response back then when customers mentioned not liking them was that many roads in England had grass verges (which is correct...we do) and he refused to address it.

 

It appears that the grass verges have now gone global (like what I did there!!)

 

John has again posted this morning that the roads are a deliberate production design!!

 

I hope he reconsiders as they do detract hugely.

 

Regards

 

Steve

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It isn ever a good idea to remove a file. It might cause errors and CTDs.

Removing textures is not a good idea, FSX keeps searching for missing files indefinitely and it WILL induce stuttering. There is a specific line you can add to your FSX.cfg (cant remember it right now) to display the names (in a popup dialogue) of missing items just for this reason so that developers can fix problems with missing textures and objects in their projects, simply because it causes performance issues if you don't rectify them.

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It´s very easy to get rid of these ugly skirts in P3D (I´m sure, also in FSX):

1. Make a backup of your "Terrain.cfg" (inside the main P3D-Folder).

2. Open the actual "Terrain.cfg" with an editor, e.g. "Windows Notepad".

3. Find all entries with "OrbX Custom Vectors and Road and (important!) Skirting"

4. Change "StripWidthMeters" to lower values, I took 10 and it`s o.k. for me.

5. Save it and enjoy!

Unfortunately i cannot post a screenshot here, but believe me, it Looks much better in bigger cities!

 

Good luck!

 

Lars

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I certainly appreciate all the knowledge exchange on the topic of FTX Global and Vector. I am almost about to go "Global" for the textures alone and not get so distracted by the roads overlapping autogen shapes and objects. Alternatively, I might just install a few photo scenery areas where I primarily fly. Regardless, all the posts and screenshots are helping me make the decision.

 

Keith

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Hi,

 

Would be nice to see what the Orbx guys think about making changes to the terrain.cfg file. If this is a possibility, don't know if I'd make them all 10... Maybe eight lane roadway to 16  /  six lane roadway to 12  /  four lane roadway to 8 and so on.,

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Hi,

 

I thought a good quality mesh would get rid of the elevation problems, Since someone posted Aspen, I thought I'd try there first... I guess not.

 

Installed: FS Global Ultimate The Americas, FS Global Base, FS Global Vector

 

ORBX.jpg

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Sure, "all 10" was a first try, but it looks good for me. Maybe we can make it more better with other values, just try...

But now we have to welcome the new year in germany.

All the best for 2014!

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As far as I remember, this encasement issue started with FTX England and was brought up back then.

 

John's response back then when customers mentioned not liking them was that many roads in England had grass verges (which is correct...we do) and he refused to address it.

 

It appears that the grass verges have now gone global (like what I did there!!)

 

John has again posted this morning that the roads are a deliberate production design!!

 

I hope he reconsiders as they do detract hugely.

 

Regards

 

Steve

 

Oh well. If they deliberately don't change that, i'll deliberately keep my money and spend it on UTX, once it is available. Because this looks neither good, nor real. Do we get pink bunnies instead of cars on the streets, next? Deliberately?

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I just watched a video of flight over England and landing at EGBB where the user applied OpenVFR Terrain and OpenVFR Autogen along with FTX Global. This looked to be a pretty good mixture of elevation, details and road alignments.

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3. Find all entries with "OrbX Custom Vectors and Road and (important!) Skirting"

 

I did find the "many" entries for Orbx roads in the Terrain.cfg ... there does appear to be several "sets" - Vector, Road, Skirting.  I tried changing just one set and didn't see any difference.  So it sounds like I need to change ALL three sets to make this work?

 

Oddly the *.bmp file references I can't find anywhere ... so I assume these are being contained in a resource (DLL or EXE or something)?

 

JV has indicated that he will not be changing the skirting/roads, so if people want to see this change they'll have to void support.  I know the change can be done because Nick (C.) made it happen (see his screen shots in Orbx thread).

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Hi,

 

I thought a good quality mesh would get rid of the elevation problems, Since someone posted Aspen, I thought I'd try there first... I guess not.

 

Installed: FS Global Ultimate The Americas, FS Global Base, FS Global VectorORBX.jpg

 

Hi Mike !

 

In fact, airport wrong elevation is coded in FSX or P3D airport .bgl(s) , but if you have FS Global Ultimate, you have a Pilot's tool to correct this wrong elevation (it's named ASM) .

A good mesh reflects the Real World elevation, FSX or P3D airports have (almost every time ) a wrong elevation and they are flat (in real world, airports are not flat, slope runways are very frequent).

 

For the "skirting" and roads problem, it would be possible to modify the alpha channel of road skirting .bmp files and so, to have "transparent" encasements. The same adjustement could possibly erase all roads or specific small roads.

 

This adjustment of alpha channel could be possible only if .bmp files are DXT3.

 

Just my two cents

 

Pierre

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Side Note: This is why I went with Photo Scenery in FSX ... the Autogen system was horrible (popping), the buildings trees where all over the place (houses perched on mountain tops) and didn't fit on any real location, not to mention huge FPS hit even with shadows off, etc. etc. ... so I just opt'd to go with Photo real since the only time it looked "not so good" was at low altitude and at dusk/dawn/night, but since most of my flying at low altitude was around airports (3rd party) with very nice surrounding areas with 3D objects - so it wasn't "so bad".

 

So I thought I'd try the other side of the fence with FTX Global, Vector, FS Global etc. in P3DV2 because the autogen system is considerably better and my fps doesn't take a huge hit and the shadows/lighting really help autogen objects (opposite for photo scenery where shadows conflict with what's being presented).

 

Sadly, because of AA (performance, SLi would help here but not utilized yet) in P3DV2 and the restricted LOD Radius, Photo Scenery doesn't look as good in P3DV2 and hence another reason to try the Autogen route.

 

But even with JV's unification vision, the underlying ground textures just don't match up at all and this is more noticeable in the more populated regions - it looks just a overwhelming mess of 3D objects and flat 2D images.  In the less populated areas JV's vision works much better and even better in snow/winter time ... like Norway for example.

 

But I've spent most of my FS'ing years turning a blind eye ... as has everyone else (whether they admit it or not) ... I think what's happening is that many are just getting tired of turning a blind eye -- perhaps we're all at a place where "best we can do" just isn't hacking it any more?  I just keep plugging away trying to make the most out of it in the hope continued development will bring "that day" where I don't have to pretend "it's not there" ;)

 

Orbx and others have obviously gone to a lot of work to make the best out of the product within it's restrictions and even gone outside of the SDK to make things happen.  But no matter how I slice it (repeating terrain tiles and autogen objects so as to keep unique instances down and not affect VAS as much) it becomes more obvious that my reality goals will never happen in a 32bit address space.


 

 


This adjustment of alpha channel could be possible only if .bmp files are DXT3.

 

Piere, I was thinking the exact same thing, but I can't locate the files.  Also don't know VAS implications having a Alpha.

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Hi,

 

Seems like a lot of work for the end user for an expensive combination of addons, don't you think?.

 

1. FS Global Ultimate Bundle: $165.00

2. FS Global Base:................ $  89.00

3. FS Global Vector:.............. $  64.00

4. FS Global L/C................... $  ??.00

------------------------------------------------

                                    Total: $ 322.00

 

How much will FS Global L/C cost to complete the package?. The cost is over three hundred + dollars as it is, and its still not right?

 

 

Hi Mike !

 

In fact, airport wrong elevation is coded in FSX or P3D airport .bgl(s) , but if you have FS Global Ultimate, you have a Pilot's tool to correct this wrong elevation (it's named ASM) .

A good mesh reflects the Real World elevation, FSX or P3D airports have (almost every time ) a wrong elevation and they are flat (in real world, airports are not flat, slope runways are very frequent).

 

For the "skirting" and roads problem, it would be possible to modify the alpha channel of road skirting .bmp files and so, to have "transparent" encasements. The same adjustement could possibly erase all roads or specific small roads.

 

This adjustment of alpha channel could be possible only if .bmp files are DXT3.

 

Just my two cents

 

Pierre

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but I can't locate the files

 

Rob

 

I dont have Global....but I Have England/Wales/AU Blue and the Iceland Demo.

 

All of my "skirting" .bmp files are in the following folders:

 

D:\FSX\ORBX\FTXxxxx   (where xxx = _AU or _EU for my 2 regions or _OLC (specifically for the Iceland Demo)

 

The bmps in the D:\FSX\ORBX\FTX_OLC\OLC_EU9 (i.e. from the Iceland demo that contains Global, Vector & Landclass) are named as:

 

FTXG_V_road_xxxxxxxxxx_skirting_yy.bmp where xxxxxxx equates to the road type i.e. divided_rural_2L or rural_2L etc etc. and they yy equates to the 5 seasons i.e wi.bmp  hw.bmp  sp.bmp  su.bmp  fa.bmp - 

 

I would guess that these specific bmps will represent the FTXGlobal_Vector_road skirtings.

 

Browse to your FSX drive and simply search for "skirting".......the relevant .bmp's should show themselves.

 

FWIW....the skirting.bmp's that I have appear to be 512 x 512 DXT5 with Alpha Channel and 8 Mipmaps.....if that means anything to you.

 

HTH......and Happy New Year to all.

 

Steve

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FTXG_V_road_xxxxxxxxxx_skirting_yy.bmp where xxxxxxx equates to the road type i.e. divided_rural_2L or rural_2L etc etc. and they yy equates to the 5 seasons i.e wi.bmp  hw.bmp  sp.bmp  su.bmp  fa.bmp - 

 

Thanks Steve, I went thru the Terrain.cfg and got all the roads sorted out to my liking, and as a plus I get much more Autogen trees/buildings back!!  There were A LOT of entries to change and I used a 25% of value rule which seems to have worked out very well.

 

Will post screenshots of difference in a little (night and day difference IMHO) ... I have NO IDEA why JV doesn't make this a configurable option for end users, he would sell more product if he did and the coding requirements will be 1-2 day job at most.

 

EDIT: Alpha would work well but it will keep autogen reduced ... I can see the alpha working a little better is some areas.

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But that's just for Starters.   Then you get into Regional areas which do provide higher degrees of attention to details as well as Airports scenery etc.  :-)  Seems like much $$$ to be made and spent!

 

I agree the cost is a bit mounting, but these are Global products...and as such are simply broad brushed approaches to general scenery which surpasses the default but also falls short of absolute compared to the other localized packages.  Orbx has been consistent that the highest\best detail levels will always be in those other packages, so unless demand drops or an alternative competition steps in, that will be the tune of things for a while.  

 

 

Hi,

 

Seems like a lot of work for the end user for an expensive combination of addons, don't you think?.

 

1. FS Global Ultimate Bundle: $165.00

2. FS Global Base:................ $  89.00

3. FS Global Vector:.............. $  64.00

4. FS Global L/C................... $  ??.00

------------------------------------------------

                                    Total: $ 322.00

 

How much will FS Global L/C cost to complete the package?. The cost is over three hundred + dollars as it is, and its still not right?

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I have NO IDEA why JV doesn't make this a configurable option for end users, he would sell more product if he did and the coding requirements will be 1-2 day job at most.

 

Yes, I am really curious why Orbx doesn't want to take care of this...! Seems to me a clever programmer can create an editor for this in no time. Very odd, specially because those encasements are so awful and unrealistic. As I posted over there: with better roads I might buy Vector, with a configurator I will for certain.

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Thanks Steve, I went thru the Terrain.cfg and got all the roads sorted out to my liking, and as a plus I get much more Autogen trees/buildings back!!  There were A LOT of entries to change and I used a 25% of value rule which seems to have worked out very well.

 

Will post screenshots of difference in a little (night and day difference IMHO) ... I have NO IDEA why JV doesn't make this a configurable option for end users, he would sell more product if he did and the coding requirements will be 1-2 day job at most.

 

EDIT: Alpha would work well but it will keep autogen reduced ... I can see the alpha working a little better is some areas.

Rob

 

Glad you seem to have got it sorted - i agree, if John?orbx made all of this configurable it would only add to the product and not detract at all.

 

Will look forward to seeing the screenies with "new & improved" Vector!!

 

Happy New Year to you & yours.

 

Regards

 

Steve

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Hi Mike !

 

In fact, airport wrong elevation is coded in FSX or P3D airport .bgl(s) , but if you have FS Global Ultimate, you have a Pilot's tool to correct this wrong elevation (it's named ASM) .

A good mesh reflects the Real World elevation, FSX or P3D airports have (almost every time ) a wrong elevation and they are flat (in real world, airports are not flat, slope runways are very frequent).

 

For the "skirting" and roads problem, it would be possible to modify the alpha channel of road skirting .bmp files and so, to have "transparent" encasements. The same adjustement could possibly erase all roads or specific small roads.

 

This adjustment of alpha channel could be possible only if .bmp files are DXT3.

 

Just my two cents

 

Pierre

I also have noted that on quite a few airports I have visited in real world that a lot of times there is a bit of an incline getting from runway to gates. KATL Atlanta is a good example.

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Will look forward to seeing the screenies with "new & improved" Vector!!

 

Everyone will have their own preference, hence why I think providing options/configurations (ability).  I think I might use a 50% of value rather than doing a 75% reduction on some of the roads.  75% reduction on urban, and maybe 50% on rural.

 

cb1f5847bd0d306297d2881b2ca60d79.jpg

 

23953ce90b58982a4b0504eb76d337b6.jpg

 

Rome after adjustments:

 

b9e2dc962d71aaf09e7171209e7be783.jpg

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Interesting bit of information for users of Vector in P3D 2.0: there seem to be a lot of black patches in the scenery when you use Vector with P3D 2.0, specially during summer and fall. Orbx and Pilot's officially announced that since those black patches can not be seen in FSX, it is a P3D 2.0 problem and they have notified LM asking them to fix it: Pilot's and Orbx won't do anything about it. It's officialy NOT a Vector problem.

 

So here we go again... should the addon developer make their product P3D compatible or should LM do that...?

When I run FSX with day time settings I get black shapes in the exact location where lights posts are along my roads. I also notice during my tweak-EX that if I turn off DX10 Preview my FSX goes CTD. I am going back through all earlier posts to make sure I am not missing any tips. I have yet to go Global on P3D V2. Perhaps I will have better luck?

 

Keith

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