Omar Masroor

Aerosoft Southwest Florida Intl (KRSW) Preview

Recommended Posts

This is a game changer.
 
Hello everyone. After many months of hard work, I am thrilled to unveil Southwest Florida Intl for X-Plane 10. In the screenshots below, catch a glimpse of one of the most detailed and beautiful sceneries ever created for X-Plane. Handling about eight million passengers a year, Southwest Florida Intl is the second busiest single-runway airport in the United States, and the 45th busiest in the United States overall.
 
Key Features:
 
  • 10 cm/pixel aerial orthoimagery covering the entire airport (approx. 8.41 sq. km)
  • 1 cm/pixel custom ground detail/markings
  • True-to-life pavement, not repetitive textures
  • Never-before-done, hand-placed pavement seams covering the entire airport apron, runway and taxiways
  • Baked-in, ray-traced ambient occlusion on all major buildings
  • Baked-in, ray-traced night illumination on the airport terminal building
  • Specular reflections and all-HDR lighting (no hand-painted lighting)
  • Accurate building heights, measured using LIDAR (Light Detection and Ranging) elevation data
  • Designed using efficient modelling techniques and X-Plane 10-native methods for maximum performance without compromising on quality
  • Animated jet bridges and marshallers at all gates (using the freely available AutoGate plugin by Jonathan Harris)
  • Static aircraft as an option
  • Animated and static ground vehicles
  • Volumetric grass
  • Road traffic
  • Compatible with HD Mesh Scenery v3 by Andras Fabian
 
Release Date: This scenery is not really a 'work in progress' any more, it has been completed and submitted to Aerosoft. That being said, a release date is not currently available.
 
-- Click on each screenshot below to view the full detail of the scenery in gorgeous 1920 x 1080 pixels --
 
21174688504_3d6d2009fe_o.jpg
 
21771266596_26dbb8be5f_o.jpg
 
21610509709_0b7235d8cf_o.jpg
 
21806890861_df4bd4558d_o.jpg
 
21610509769_d9fa748165_o.jpg
 
21609385360_8d0e2225eb_o.jpg
 
21176338293_fbe6589810_o.jpg
 
21610509839_61fd004fcc_o.jpg
 
21174688654_a586dd3a19_o.jpg
 
21771266746_ae6b7acc7c_o.jpg
 
21176338383_cffc5ef820_o.jpg
 
21771266816_72a065327c_o.jpg
 
21174688734_dfcc74529f_o.jpg
 
21797419595_d932d40638_o.jpg
 
21176338483_a4791d2221_o.jpg
 
21174688794_33d883a76c_o.jpg
 
21771266886_107e7ba7a1_o.jpg
 
21609543648_6a1db4320e_o.jpg
 
21806891251_011fe221fa_o.jpg
 
21797419715_c0e2c867de_o.jpg
 
21174688834_f3200d9f36_o.jpg
 
21806891391_553a0c772a_o.jpg
 
21610510099_0aa1c9d3c9_o.jpg
 
21797419765_b8e4a64804_o.jpg
 
21806891451_9687ac854e_o.jpg
 
21785655192_f31b89df3a_o.jpg
 
21797419825_17d22a9061_o.jpg
 
21797419815_d9bb1cfcaa_o.jpg
 
21610510159_76da0e58cc_o.jpg
 
21609543848_ece55dec02_o.jpg
 
21806891611_516f0cdbdb_o.jpg
 
21771267156_f146c0e563_o.jpg
 
21785655332_4f7808cf33_o.jpg
 
21771267176_22089684bb_o.jpg
 

 

21610510259_b431daa3c7_o.jpg

Share this post


Link to post
Share on other sites
Help AVSIM continue to serve you!
Please donate today!

Wow.  Very nice.

 

Some of these screenshots could pass for real life images.  It's outside of where I usually fly, but I will definitely be taking a serious look at this on release.

  • Upvote 1

Share this post


Link to post
Share on other sites

Excellent !

 

There is a lot of work here, great attention to details and everything perfectly fitting together. Congrats !

Just one very little regret : as far as I can tell from the pictures, the buildings are a little too clean, and lack the nicely worn out look we see on the ground.

Looks like some talented people start to actually use deep X-Plane graphic potential.

 

Can't wait to buy it !

 

Pascal

  • Upvote 1

Share this post


Link to post
Share on other sites

Although: Game changer?

At least from what I saw till now I would say it doesn't reach Manchester, IMHO.

Share this post


Link to post
Share on other sites

First off. Longranger?? Whatever??/ You probably don't like pictures of puppies either. ;) 

 

anways, i'm 40 minutes from this airport and can say it looks great. I have latinVFR's version but i think this one may be topping that one out. Especially since it's X-Plane. :) 

  • Upvote 1

Share this post


Link to post
Share on other sites

First off. Longranger?? Whatever??/ You probably don't like pictures of puppies either. ;) 

 

Well, I wrote a rather detailed review about Manchester and at least what I see at the pictures I don't really think that we have quite as detailed textures as in Manchester and the night lighting can't really compete with the effects that Icarus presented to us in Manchester.

 

GroundByDay02-640x379.jpg

 

Manchester really plays in a different league than Heathrow or its direct successor Mykonos (where the Airport was rather weak, but they modeled the comnplete island. And I don't really see a location on the whole KRSW island where they could even start to play the complex games between direct lighting and light textures, where Manchester surpassed anything that we saw in X-Plane before.

Share this post


Link to post
Share on other sites

I have Manchester and it's very well modelled, even down to the letters and signs on buildings being 3D models. It's incredibly nice and detailed, but I do get a nasty FPS hit, and would have preferred something lighter, so everyone has a different opinion.

 

Baked-in ambient occlusion is surprisingly something not used much by XP developers although I see it a lot in FSX (Especially ORBX). I used it for the autogen libraries I did for Czech, but I'm also using it for EGGP Liverpool which I hope to release next month. The reason is probably that a large majority of developers seem to use Sketchup which doesn't seem to have the baking, whereas Blender, 3DS max etc do

Share this post


Link to post
Share on other sites

As founding developer of Icarus Team, i would like to underline a few critical points, in scenery development. Those points have nothing to do as a critique to KRSW.

 

  • I concur with tonywob that a good tool is essential for high quality professional airports. We are using blender, because of the abilities it offers. For example, for some of the 3D buildings we have used blender cycles render, that allows for ultra-realistic materials. No only for AO baking, but also things like reflections baking etc.
  • Do not afraid of geometry! Today's PCs can handle millions of triangle per frame with ease. During tests with Manchester, I've seen more than 6 million polygons handled without braking a sweat on my i5(4440)/Nvidia 760 PC. Simple things like insetting windows or doors does not add a lot of polygons, yet the extra geometry gives more definition and allows for better results when baking AO.
  • There is a ton of info on x-plane developers blog. Specially file format specifications are a bible to us. Not everything is 100% documented there, but mostly there are. And if something is missing, Ben Supnik is always available via email for any clarification/help.
  • Experimentation. We spend a lot of time testing things to find the best way to accomplish a task. For example I took us a couple of weeks to finalize the orthophotos for Manchester. Even then, there were a few "last minute" changes.
  • Think out the box. There are ways to accomplish tasks, that there are not written anywhere. Tools can be used differently to accomplish things that looks undoable. 
  • Texture space. Creating hi-res textures has the drawback, that since VRAM is finite, you can run easily in troubles. If it is possible, textures should be recycled to more than one object. Also, it is way faster to have 1 texture 4096x4096 than 4 textures 2048x2048. If you have 4 objects that each needs 1 2048x2048 texture, combine all the textures to 1 4096x4096 and assign it the relative objects. This will need only one command to load the texture, than four the other way.
  • GLOBAL attributes. One of the coolest things that X-Plane offers is the ability to repeat common objects a lot of times (hundreds at least) without any penalty on performance. But you have to use GLOBAL attributes, no animations etc. There is info on developers blog on that.

At the end, we need more great developers to show how X-Plane can really shine! Specially developments for X-Plane from ground up, that can take advantage of X-Plane's fine tricks! And I haven't even mentioned... decals!  :wink:

 

(Off topic: Manchester Airport never meant to be a "lightweight" airport, since we targeted to best possible quality, but performance-wise to be at the same level with airports like Heathrow.)

  • Upvote 1

Share this post


Link to post
Share on other sites

Any news on this scenery?   Sounded like it was about to be released, but that was a while ago.

 

Rob

Share this post


Link to post
Share on other sites

Looking really good and I'm looking forward to day of release.

  • Upvote 1

Share this post


Link to post
Share on other sites

STATUS UPDATE

Hello all, and thanks for all the support! I am pleased to announce that Aerosoft hopes to release the scenery within a week (on Thursday, to be specific).

I have fixed some bugs and made some improvements to the scenery since my first post. These changes include more than doubling the texture resolution of some airport structures and ground vehicles, and adding weathering to the terminal and surrounding airport buildings.

Some of these changes are slightly visible in the updated screenshots below (click on each screenshot for full quality):

21935342949_30efb14997_o.jpg

21501140573_74dc827203_o.jpg

22109701992_71f76b8c78_o.jpg

21934074060_0364af13bd_o.jpg

21499420654_2c774696e6_o.jpg

21934074000_e04735fa9c_o.jpg

Share this post


Link to post
Share on other sites

STATUS UPDATE #2

 
Hey everyone. I regret to inform you that, due to a delay, the release of the scenery has been postponed to some time next week. However, the good news is that the Download version and the Steam version of the scenery will be released on the same day. I thank you all for your patience regarding the release of this product.

Excellent !

 

There is a lot of work here, great attention to details and everything perfectly fitting together. Congrats !

Just one very little regret : as far as I can tell from the pictures, the buildings are a little too clean, and lack the nicely worn out look we see on the ground.

Looks like some talented people start to actually use deep X-Plane graphic potential.

 

Can't wait to buy it !

 

Pascal

 

Hello Pascal, and thank you for your feedback. I hope I've addressed your concern about the buildings being too clean, please check post #15 :)

 

Any news on this scenery?   Sounded like it was about to be released, but that was a while ago.

 

Rob

 

Hi Rob, the scenery will be released some time next week on the Aerosoft Online Shop and the Steam Store.

Share this post


Link to post
Share on other sites

X-plane and Steam? Will the Steam version work with FSX?

 

Unfortunately, this is an X-Plane exclusive and there are no plans to convert it for FSX or P3D. The scenery will work with the Boxed, Download and Steam versions of X-Plane 10.40 or higher.

Share this post


Link to post
Share on other sites
Hi everyone, I have completed developing a free update to the KRSW scenery and it will be released by Aerosoft soon. Here are some of the improvements:
 
  • All scenery objects will now display even when the Number of Objects in the Rendering Options is set to Default (you no longer need to set it to Extreme to see all the objects)
  • Added taxiways G3, G5, G6, H, K and L
  • Added the new fire station
 
Click on the images below to see the improvements:
 
24745055111_33b6f682d2_o.jpg
 
24720652592_505dfe697e_o.jpg
 
24812254186_f7b67515c4_o.jpg
 
24211670033_7ec2a85c7b_o.jpg
 
24745052781_08e265408a_o.jpg
 
 
 
By default, Static Aircraft and Volumetric Grass are disabled in the scenery. Here are detailed instructions on how to enable them:
 
1. Quit X-Plane
 
2. Navigate to your X-Plane 10/Custom Scenery/Aerosoft KRSW 2_Scenery/ folder
 
3. Here you will find four folders, namely:
 
Earth nav data
Earth nav data.Base+Static Aircraft
Earth nav data.Base+Static Aircraft+VolGrass
Earth nav data.Base+VolGrass
 
4. Rename the Earth nav data folder to Earth nav data.Base
 
5. Choose one of the other three folders and rename it to Earth nav data (for example, if you want to enable both Static Aircraft and Volumetric Grass, rename Earth nav data.Base+Static Aircraft+VolGrass to Earth nav data). X-Plane only uses the folder that you name "Earth nav data".
 
Note: Enabling Volumetric Grass may have a significant performance impact on some systems.
 
 
 
If you see a strange 'shadow' or 'waves' on the runway, follow these instructions to fix it:
 
1. Navigate to the folder X-Plane 10/Custom Scenery/Aerosoft KRSW 2_Scenery/
 
2. Find the file 847.pol and make a backup of it
 
3. Open the 847.pol ​in a text editor and replace the line LAYER_GROUP roads +3 with ​LAYER_GROUP roads -5 and save the file
 
You will no longer see the runway grooves and the associated artifacts. If, however, you want to get the runway grooves back, simply reverse the above procedure.
  • Upvote 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now