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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:


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Your point in relation to the new sim?


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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...


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