DTG_Cryss

Big Bear Airport Add-on Coming To Flight Sim World

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Turbulent Designs are bringing Big Bear Airport to Flight Sim World, taking advantage of the updates to physically-based rendering to realistically map out this high-altitude airport.

You can find Big Bear nestled within the San Bernardino Mountains in the United States, close to 6000 ft above sea level.

If you're looking to replicate real-world flights into Big Bear, there are some specific flight rules for this GA focused airport. Inbound flights fly in over the ski slopes at 9,500 feet and departing traffic flys at or below 8,000 feet. 

Who are Turbulent Designs?
Turbulent Designs are a third party add-on developer, with a history in creating scenery, airports and mission packs for flight simulators. Their support has been invaluable in helping further develop the scenery components of our upcoming SDK.

Let us know what you think about the first scenery add-on for Flight Sim World. Big Bear Airport will be available for purchase shortly.

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That runway surface and even the runway markings look 3D! Surely this is a must-have add-on, especially if you're into screenshots...

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Wow, I will buy it day one for sure.

Cryss, I know it´s on the plans to improve, but you guys should really look into the ground scenery improvements (trees, autogen, object shadows, cloud shadows etc). You look at those pictures, the Cub looks amazing, the runway and airport look amazing, then you look to those trees and the blurry textures... It´s an immersion killer. 

Anyways, keep the good work, FSW is already my main simulator, it´s evolving great in my opinion. 

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6 minutes ago, ca_metal said:

Wow, I will buy it day one for sure.

Cryss, I know it´s on the plans to improve, but you guys should really look into the ground scenery improvements (trees, autogen, object shadows, cloud shadows etc). You look at those pictures, the Cub looks amazing, the runway and airport look amazing, then you look to those trees and the blurry textures... It´s an immersion killer. 

Anyways, keep the good work, FSW is already my main simulator, it´s evolving great in my opinion. 

2

I believe improvements to autogen scenery are on the cards for the future, though always appreciate the feedback. 

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I would buy it just to taxi up and down that runway all day. Wow! If that's an example of what PBR gets us I can't wait to see more...

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Thumbs up for this one. I haven't seen a runway surface as true to life as the above screenshot in any sim. Excellent. Thanks DTG for sticking with it and continuing to improve the sim and the DLC.

 

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I’ll buy this thing nowww just to look at the ground for a bit .... 

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Look at the yellow painted line next to the airplane on the runway. That is crazy. I hope my computer can handle this and the sim gets optimized...And the lighting reflecting the cracks. Never seen anything like this before in a flight sim. Just imagine what rain could look like on that...This could take things up a notch...

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5 hours ago, ca_metal said:

Wow, I will buy it day one for sure.

Cryss, I know it´s on the plans to improve, but you guys should really look into the ground scenery improvements (trees, autogen, object shadows, cloud shadows etc). You look at those pictures, the Cub looks amazing, the runway and airport look amazing, then you look to those trees and the blurry textures... It´s an immersion killer. 

Anyways, keep the good work, FSW is already my main simulator, it´s evolving great in my opinion. 

https://www.turbulentdesigns.co.uk/product-category/products/ It looks better on their website. I think they have something called TerraFlora that is supposed to be an improvement on all autogen trees and foliage.

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I am really happy for the people that really like scenery, airport's, etc.... Looks amazing to me, and so real :) Bring on all the DLC you want DTG, and 3rd party dev's, eventually there will be something for all of us! We will look back one day and say, Remember when we had 1 DLC plane, 1 Mission pack, and 1 airport. Those were the days :) Ahh the beginning...

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So if that runway is an example of the benefits of PBR, then I get what the fuss is all about. Bring on BPR for the default runway textures! ...I'm guessing there is a significant performance catch right?

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The impact on performance depends on how much area you are currently viewing.  Here is a simple example.

Zoom out, more rendering, FPS drops.  Zoom in, less rendering, FPS increases.  Which is why the cockpit views tend to sit around 30 FPS regardless due to all that stuff being PBR.

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On 10/3/2017 at 11:48 AM, DTG_Cryss said:

I believe improvements to autogen scenery are on the cards for the future, though always appreciate the feedback. 

Hi Cryss,

New user of FSW here. Is there a way that your team can have nice reflective and textured runway textures as a default feature. The way runways are rendered currently in FSW (and P3D for that matter) seems to have not caught up to modern graphic standards. Default runway textures look like a horrible, perfectly rectangular, single-pixel deep strip of grey with the same old tire markings that we have been staring at since FS2000. This would be a great differentiation and a welcome feature for ALL simmers. 

If anyone agrees, please let Cryss know that you would like the same. Good customer feedback in action. :)

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Looks great. Although with regard to it being a default texture on runways and taxiways using PBR, that is possible technically, but I suspect it'd be a frame rate killer for sure to be rendering a 150 foot wide by 2 mile long runway and acres of taxiways. A bit easier to pull off at a smaller airport

A nice potential solution would be to PBR the texture at the start and end of runways and the parking stands, so when your aeroplane is stationary, it'd look great, but when you're moving down a taxiway or rolling along the middle of a runway it won't matter so much since it'd be blurred anyway from your motion.

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38 minutes ago, Chock said:

Looks great. Although with regard to it being a default texture on runways and taxiways using PBR, that is possible technically, but I suspect it'd be a frame rate killer for sure to be rendering a 150 foot wide by 2 mile long runway and acres of taxiways. A bit easier to pull off at a smaller airport

A nice potential solution would be to PBR the texture at the start and end of runways and the parking stands, so when your aeroplane is stationary, it'd look great, but when you're moving down a taxiway or rolling along the middle of a runway it won't matter so much since it'd be blurred anyway from your motion.

I think would be easier to create LODs. When the airplane is far > no PBR, when it gets X miles away > PBR activates. Don´t think one airport with some reflections would made that performance hit. 

Actually I know at least one of the airports has some kind of PBR already activated (not on the level of this picture, it´s Koblenz  and it was made by Turbulent Designs if I remember right. 

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Yes.

Koblenz:

F64kWBu.jpg

Prescott:

YPumea5.jpg

And I always tought it was a test to implement it in all other airport textures.

 

 

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14 hours ago, MikeT707 said:

Hi Cryss,

New user of FSW here. Is there a way that your team can have nice reflective and textured runway textures as a default feature. The way runways are rendered currently in FSW (and P3D for that matter) seems to have not caught up to modern graphic standards. Default runway textures look like a horrible, perfectly rectangular, single-pixel deep strip of grey with the same old tire markings that we have been staring at since FS2000. This would be a great differentiation and a welcome feature for ALL simmers. 

If anyone agrees, please let Cryss know that you would like the same. Good customer feedback in action. :)

Fully agree with this. It would be a quick win and would add a lot of immersion (in the sense of flight sim quick wins). In X-Plane 11, there are freeware HD runway textures available (not PBR'd) and the sense of immersion they add when you are taxiing and lining up on the runway is truly awesome. This would be a fantastic addition to FSW. And let's face it, people like shiny new things.

Would be a great way as well to really start to differentiate the sim from FSX/Prepar3d. We spend most of our time either on the tarmac or in the air. For the air we now have the beginnings of TrueSky. For the ground we could have better tarmac. Without wanting to change the subject, it would be great in general also to eventually have better ground/autogen textures especially for VFR flying.

Keep up the good work.

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For me the sound have alot to do with the imersion. And i think honestly the sound department in FSW is very poor.The aircraft sounds is not realistic, Same old FS sound engine with wav files in a folder, No Ambient airport,nature,sea sounds, bad engine and flaps sounds. Need to bring FMOD sound or something else more new tech to this Sim.

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I've mentioned the sounds myself in an earlier thread. The cockpit sounds may be covered by the Accu-Sim effects, but the ambient (exterior) sounds have been very limited in all previous flight sims.

I doubt that the PBR effects impact FPS significantly, because PBR doesn't require additional textures like Fresnel ramps and Bump maps etc. to overburden your GPU. I've even tried reducing texture sizes here and there in FSW and it's made no difference to FPS, whereas there's a significant increase in FSX:SE and FS2004.

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16 hours ago, A32xx said:

I've mentioned the sounds myself in an earlier thread. The cockpit sounds may be covered by the Accu-Sim effects, but the ambient (exterior) sounds have been very limited in all previous flight sims.

I doubt that the PBR effects impact FPS significantly, because PBR doesn't require additional textures like Fresnel ramps and Bump maps etc. to overburden your GPU. I've even tried reducing texture sizes here and there in FSW and it's made no difference to FPS, whereas there's a significant increase in FSX:SE and FS2004.

Actually there is no real 'standard' for PBR, it is a technique which can be achieved in a number of ways. One of those ways is by adding additional polygons to create the variances in a surface to allow it to vary which parts reflect light at different angles, and that absolutely can impact performance. You rarely get something for nothing with rendering.

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4 hours ago, Chock said:

Actually there is no real 'standard' for PBR, it is a technique which can be achieved in a number of ways. One of those ways is by adding additional polygons to create the variances in a surface to allow it to vary which parts reflect light at different angles, and that absolutely can impact performance. You rarely get something for nothing with rendering.

Although I admit it looks appealing I can't seem to remember having ever seen asphalt reflecting light like in these screenshots, unless it is wet. To be honest the runway surface looks more like leather to me...

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