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Invisibke Building Crashes

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One thing that has irked me since I started using fligtsim is that in many situations you don't have to hit a building to get a crash, some times all you have to do fly past, and not all that close.  The other day I was making a flight that I had tried before and crashed due to weather.  Landed, taxied all the way in, was about to park...invisible building crash.

 

:wacko:

Your point in relation to the new sim?

i7-14700k | Asus ROG STRIX Z790-F Gaming WIFI | 32GB DDR5 RAM | MSI RTX 4080 Super | WD Black SN850X 1TB & 2TB | Corsair HX1000i ATX3.0 | MSI MAG401QR 40" monitor | Win 11 Pro 64-bit | Meta Quest 3

Turn off crash detection. It's worthless.

Christopher Low

AMD Ryzen 7 9800X3D CPU / 64GB DDR5-6000 RAM / 12GB Nvidia RTX 4070 Super GPU / Gigabyte X870E Aorus Elite Wifi 7 / 1+2TB Samsung Evo Plus M2 Nvme

UK2000 Beta Tester

1 hour ago, andyjohnston.net said:

One thing that has irked me since I started using fligtsim is that in many situations you don't have to hit a building to get a crash, some times all you have to do fly past, and not all that close.  The other day I was making a flight that I had tried before and crashed due to weather.  Landed, taxied all the way in, was about to park...invisible building crash.

 

:wacko:

Oh dear... I almost forgot the bizarre "Crash Boxes" in FS 🙂 Yes, I remember, scenery developers add so called "Crash boxes" or they are added automatically in some cases, I don't remember...

The issue is when a bundle of facility is grouped together as 1 3D model for performance sake, the crash box can include anything in between including empty spaces...

In another simulator, we tag 3D models with Hard, or Hard Deck. Hard being for collision detection and Hard Deck, collision + landable.

I doubt Asobo's engine will use the primitive crash boxes of ESP and I presume it will be more a collision model based on the 3D shape like that other sim...

________________________________
LEBOR SIMULATIONS

Scenery for Flight Simulators since 1998

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