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Posts posted by Rob_Ainscough

  1. 5 hours ago, Noel said:

    LM though will happily nail for for another $200 for the DX-12 and EA upgrade, right after the $200 for conversion to 64-bit, right after the other $200 for a bit more optimization of the existing ancient code.

    Let it go ... seriously, just getting annoying now and doesn't serve any purpose.

    Cheers, Rob.

  2. Based on the existence of these files and how they are organized and content references, It would be a safe bet Asobo will eventually bring season ... which would likely render this project redundant.  

    Seasons are triggered by date and location/region so that would need to be exposed by the SDK.

    As far as real-time changing of trees even with seasonal support, that seems unlikely but would be a nice feature.

    Regardless it’s still a good project for freeware and experimental work.

    Cheers, Rob.

    • Like 3

  3. I’ve been looking into doing this real-time but so far I haven’t found anything in the SDK that would allow me to do this at the SimConnect level.

    Real-time was a goal within the scope of this project, I’ll keep looking, but seems to require  starting of a new flight (can still be in sim, just not in flight).

    Cheers, Rob.


    • Like 1
    • Upvote 1

  4. 7 hours ago, kevinfirth said:

    LM dont exactly showcase what the platform is capable of very well....

    Agree, but the idea is to provide the means for 3rd party developers to do the showcase. 

    Unfortunately it was spotty at best and for many developers it was a case of "does it still work" ... if yes, do nothing.  I'm not picking on 3rd party developers either, I understand their reasons ... they see 1800 sales on an airport they've put 1000's of hours into and then see 10,000+ unique YouTube "users" showing the airport ... hmmmm ... it can kill one's motivation and desire to update one's airport with those new features.

    9 hours ago, SAS443 said:

    Maybe they should consult Microsoft who used speedtrees in MS Flight (2012, RIP) how to get it right without relying on 3PD to spend 6000$ and correct LM's underwhelming implementation.

    MS don't have a fully functional SDK (not even close), so not really sure why LM would want to consult with them, maybe you mean the other way around?  At least with LM we have an "option", currently no such "option" exists with MS ... no crystal balls please, we've been there many times.  I'm working on a project with someone else to try and make the trees look better in MSFS, but I have real limitations I can't work around.  I'm not a fan of MSFS trees and grass that grow out of the ground as I move in a direction ... even at max LOD it's still pretty obvious ... what are my options to address this is MSFS?  So far, VERY limited to non-existent.

    Cheers, Rob.

    • Like 1

  5. 1 hour ago, jabloomf1230 said:

    Sorry Rob, you know I usually respect your opinion, but you're way off base on this.

    I think you folks are not understanding and/or indeed confused ... I know and agree that LM's default Tree models that use SpeedTrees SDK need some work, no disagreement there.  LM have provided the support via the SDK for someone else to do that work ... that's always been philosophy from the start with LM and P3D and why the SDK/PDK is as robust as it is ... hence the birth of products like ORBX HD Trees and Turbulent Flora and the hope they would extend that to SpeedTrees.  Hopefully this isn't new news to anyone using P3D?  Please no debates about "out of the box" ... my simulator experience is NOT limited to "out of the box" so it's just not relevant to me ... it's core potential is far more important to me.

    1 hour ago, Skywolf said:

    lets make some epic sceneries together

    Sure, you write the $6000 check for SpeedTree license and I'm in.  What I prefer about SpeedTrees is that they don't grow out of the ground like MSFS trees and there can be considerably more variants, especially seasonal.

    Cheers, Rob.

    EDIT: This is where LM really needed to sell their new features, because 3rd party obviously did not ... it's a shame.

  6. 6 minutes ago, jabloomf1230 said:

    Also, it's the implementation of ST in P3d5 that ruins the immersion.

    Not sure where you got your information from but it's NOT correct.

    Per LM SDK:




    Per my contact with the developer at SpeedTree:


    $6000 to get the Modeler, Compiler, SDK, Model library.  The implementation is already there, no limits, nothing partially implemented.

    Cheers, Rob.


  7. 1 hour ago, Skywolf said:

    Lots of Flightbeam and Flytampa require seasonal click to change textures based on weather.  It is one extra thing to click prior to running P3D.

    Yes, and not necessary with the introduction of Material Scripting which was added in P3D V4.0.  But several developers use "Configurators" for other tasks also, like enabling dynamic lights, remove complex objects that might cause performance issues on lower end computers.

    1 hour ago, Chapstick said:

    Any estimate when this will come out?

    Currently not working on it as I ran into access problems (airport facility to take pictures) and logo rights issues with certain companies at the facility ... no idea how others get around this, but either way, I put the project on hold.  Working on other projects right now, hardware and some freeware.





    Cheers, Rob.

  8. 31 minutes ago, mpo910 said:

    I think he means some addons you have to switch the season manually via a config-tool.

    If P3D material scripting was used it wouldn't be necessary to have a config-tool for "seasons" (maybe for other options focused on performance) and can be handled automatically ... again another P3D feature not utilized by many 3rd party airport developers.  

    Flightbeam Studios iBlue Yonder used material scripting in KPDX: https://www.flightbeam.net/kpdx.html/


    I think a few others have also, but it's not common and I don't think any dev has retro-fitted it to their older/legacy airports.

    Cheers, Rob.

    EDIT: I must admit, it is disappointing to see so many end users not aware of what "could have been" in P3D if implemented by 3rd party developers.

    • Like 2

  9. 21 minutes ago, Skywolf said:

    I hate the season switch manually, it should be tied to automatic time setting based on the sim time.  Just saying. 

    Not sure I understand you, it already is?  Seasonal switch is automatic in P3D and FSX.  Material scripting in P3D adds to that with textures based on weather conditions ... of course if the 3rd party developer doesn't implement these features available to them, then it's not going to happen.

    SpeedTrees (aka P3D Dynamic 3D Autogen vegetation) is used by many games and even film:

    The potential is there and supported in P3D ... has been for a LONG time going back to P3D V3.

    Cheers, Rob.


    • Like 1

  10. 2 minutes ago, jabloomf1230 said:

    can just use a season switcher

    I think you misunderstood my comment ... the SpeedTree SDK allows complete freedom over colors and 3D models (you can adjust the colors anyway one likes and replace the default one's LM provide), you can easily surpass visuals from MSFS trees/flora.  Yes the same season switch works with both SpeedTrees and Legacy Trees.

    Cheers, Rob.

  11. 16 minutes ago, jabloomf1230 said:

    BTW, it is possible to place Speedtrees on airports with ADE.

    Agree, but to change them and get the colors rights, you need the SpeedTrees SDK.  I was hoping someone like ORBX or Turbulent would have taken on the job since they have Tree/Flora products ... sadly it seems the cost of the SpeedTree SDK outweighed the potential revenue and work involved.

    Cheers, Rob.

  12. 6 hours ago, simbol said:

    if all the advantages of what P3D as a platform are implemented the results are way better..  

    MK-Studio's under Orbx distribution just released Helsinki for P3D that has PBR and Dynamic Lights and possibly material scripting and sloped runway/taxiway support.  I have to check it out, looks great from the screenshots.  The only thing it seems to be missing is "SpeedTrees" (Dynamic 3D Autogen Vegetation) ... if they replaced the grass strips with SpeedTree grass it would look fantastic and inherit PBR for the grass.  I think the reason many developers have avoided SpeedTree usage is the cost of the SDK ($6000 per head) ... there is certainly plenty of opportunity to improve on LM's default set of SpeedTrees.

    Dynamic 3D Autogen Vegetation responds to wind speed and direction, fully volumetric, seasonal support, even responds to rotor wash from helicopters ... it's sadly another P3D feature not used by 3rd party.


    Cheers, Rob.

    • Like 1
    • Upvote 1

  13. 41 minutes ago, mpo910 said:

    Why? Is it to many work? To complex to use?

    Most likely their original sales numbers are not sufficient to recover income for the work required to update to the new features.  Sorta a Catch-22, they would get more sales if they implemented these features earlier, but it's sorta too late now ... much easier to sell to a "new" platform as "new" product, than update to an existing platform (that's the expectation).

    Cheers, Rob.

  14. I think POH are the least of our concerns with the current MSFS "flight physics" ... the lack of inertia simulation and wind resistance and the bizarre behavior at higher winds makes me feel like an A320 is an Ultralite ... exposes the "flight physics" for what they are ... not very computationally expensive so as to allow for better visuals.

    I hope Asobo address this or at least give us a flight model above what they currently offer, I'll gladly give up "visuals" for a much more realistic flight physics ... but I suspect the "game" aspect will govern the day.

    Cheers, Rob.

    • Like 3
    • Upvote 1

  15. 10 hours ago, mpo910 said:

    Does this mean, that it is not necessary anymore, that 3.Party devs update their products to avoid the simobjects - fog issue regarding the "shining through" issue?

    Hopefully, but there are still some issues that need to be sorted.

    Jaggies depend on how the original object was created (remember many of these objects were created for FS9) and the type of AA you are using.  "FXAA" and "None" actually produces the least amount of object jaggies ... native TAA needs to be implemented in the future.  

    BUT to be clear, it would be "nice" if 3rd party devs did bring their products forward to include the features I listed above as it would make a world of difference visually.  FS9 objects are always going to look like FS9 objects when not using the features P3D offers to make them look better and integrated. 

    It's only "no income" if devs decide to not charge for the work ... some vendors do charge an small upgrade fee for the work involved so there is a revenue path ... however, I suspect many feel a better revenue path with MSFS so agree it may never happen or they may learn from doing the MSFS work and bring that same work over to their P3D version at a later date.

    Cheers, Rob.

    • Upvote 3
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