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X-Codr Designs

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Everything posted by X-Codr Designs

  1. I'm happy to officially announce that KDEN V1.1 is now available on Orbx and is processing on the MSFS Marketplace! Along with extensive improvements to the terminal models, the accuracy fixes mentioned earlier in this thread, this update also features new concrete textures, new grunge textures, and many other smaller improvements! A full change log as well as photos are available on the announcement on my site! To receive this update, simply update your copy of KDEN via your Orbx Central application. If you purchased through the MSFS Marketplace keep an eye on your content manager, the update should be available within the next 1-2 weeks.
  2. Apologies, I did not see this post, but as of yesterday evening it has on Orbx, and is processing for the MSFS Marketplace! In the Orbx Central application you can check the version number by clicking the product, then checking under "Details" on the right.
  3. Hi all, it's been a bit since my last post here, so I just want to provide a brief update on the upcoming update for Denver. Development is progressing well, changes to terminals B and C have largely been finished (aside from a few minor bugs to patch up), and I am currently working on A, and a few miscellaneous improvements. One of the things I'm most excited about in this update is the terminal heights have been lowered, and the bottom most windows have been extended downward to more accurately reflect the real building. Both changes are relatively small, less than a meter each, but the difference is huge! Now all the windows are properly floor to ceiling, providing for fantastic views of the inside of the terminal from your cockpit, and of your parked aircraft from inside the terminal! On the FSLTL front, I am happy to report that by (as suggested here) adding many additional general-purpose gates (all the remote parking stands, and hangar parking), I've been able to get significantly better placement of airlines at the correct gates, every now and then a plane ends up in the wrong spot, but I'm pretty sure those few are just bugs 😄. Some other things you can look forward to are: Remodeled C commuter gates on the east side Significantly improved boarding areas inside the terminals Significantly improved lower level exterior details, including more door variety, better textures, and emergency fuel shut off switches As a side note, I've managed to cut down close to 10% of the geometry on the terminals, theoretically leading to a modest GPU performance boost Jetway connections to the terminal, and emergency exits, are much better aligned with window frames, providing a more natural look Emergency exits have been remodeled with different stair types in extensions, and more detail and better consistency with the rest of the model More accurate, detailed, and varied light models Various small improvements Various accuracy fixes (including on the B eastern extension and B57-B61) In the meantime, here are some preview photos, available on my site. Please keep in mind these are WIP so there are a few bugs/development artifacts haha. And of course if there is something you'd like to see in the update not mentioned here or addressed earlier, feel free to ask! I'll be sure to post here when the update is finished and available. Last but not least, huge thanks to both Aniiran and Jviation for some awesome reference photos that helped shape this update!
  4. Thank you, and I'm very sorry to hear about the trouble. I've just re-checked all the B gates and I'm not seeing any terrain issues that could even remotely cause this, so I'm fairly sure this is some kind of conflict. Could you please try the following? Make sure all other KDEN sceneries are uninstalled (including the default version that comes with the premium version of MSFS, MSFS will sometimes try to re-install this without your knowledge) If using GSX Pro you've chosen to "Exclude 3rd party" in it's config menu, otherwise there will be massive terrain issues due to it's flattening of the airport If you've done both of these and the issue persists, could you please let me know which gate in particular, and send a screenshot of the issue? Thank you!
  5. Thank you! There won't be deicing trucks parked on taxiways statically, but if you own GSX Pro and have installed the profile, you should be able to receive deicing service on the deicing pads.
  6. Thank you! Really appreciate that :). Glad it worked well! I'll definitely be looking into if there's a better way (i.e. if Orbx can host alternate versions, not sure how that works with their installer). FWIW right now as you'll notice it's a OneDrive link, which is great for limited sharing, but isn't really meant for large scale public file hosting. And being 2 GB it is too large to host on my site, and likely on most other sites, hence why it's request only currently.
  7. Oh absolutely, I'd never recommend dropping below native resolution (unless using something like DLSS, but that's a completely different topic). I've finished the patch and DMed you a copy. If anyone else is running low on VRAM with KDEN, please shoot me a DM or reach out via my site and I'll be happy to send you the download link On another note, I believe the update fixing the terrain issues on the north-west side of concourse A, and on taxiway ED, is now available on Orbx, so you should be able to simple update KDEN via your Orbx Central application, and you should be good to go.
  8. Thank you for letting me know, I'll go ahead and get to work on that 👍. I'll let you know when it's available.
  9. Thank you for the offer! Might have to send you a DM and take you up on that 😄. Great to hear that terrain LOD was the issue! I've had that happen as well. It's certainly possible my taxi routes are not as smooth as they could be - FWIW in X-Plane we have very simple routes and the AI are "smart" enough to turn correctly (ironically more complex routes make them taxi much worse), and I applied that same methodology here. MSFS may be different given it's much simpler AI system. I'll definitely do some experimenting and see if I can do anything to make taxiing better/smoother. Ah yes I see what you mean about the gate numbers now. I'll get those in the feature update. Thank you for your work and sharing this tree patch! I can certainly mention and link to your file in the manual, looks like it's a fantastic improvement. Is your performance still OK? MSFS generally does a good job of paging VRAM, but I may make available a patch to halve the texture resolutions for those that need it/prefer it.
  10. Thank you for the feedback! All the recent layout changes you've mentioned I'll get in the next update (not the current bug fix one). You're absolutely right, it's due to a lack of reference photos, so there's a ton of guess work. Photos like yours are invaluable 🙂. Regarding concourse C gates: I'm not sure I see what you mean? The gate name, the ground markings, the jetway sign, and the terminal sign all agree, and they agree with what is shown in satellite imagery, and appear to agree with what your photo shows. Regarding ramp sizes: I just checked this again, the sizes in my gate data are too small for a 737. But, I've repeatedly seen MSFS/traffic addons blatantly violate these (as you see here). I'll try excessively scaling these down, maybe they just have some inaccuracies in their checks... Regarding airline positions: You may be right about needing remote stands so other traffic can overflow to those. There are common gates that currently have their codes unassigned, so one would expect they'd be used as overflow, but maybe the sim/addons need more. Regarding AI traffic: Airport flows are not defined by the airport, if MSFS makes poor choices, that's terrible, but sadly nothing I can do about it. I can say with absolute certainty, aircraft should never leave a paved surface. If they do, then either the AI pilot is broken, or there's something else going on. Do you have any addons installed that affect airport data, or the AI pilots? Regarding bumps: As mentioned in this thread, the terrain issues on the north-west side of Concourse A have been fixed, the update has been sent to Orbx, and a patch was linked. I was not aware of the bumps on ED, but I do see them and will fix them, thank you. So sorry about those! Regarding performance: That is definitely not in line with what I'd expect, on a 3090 and 7950x3d I get 70-80 with default aircraft and a mix of high-ultra settings. I'm guessing in addition to KDEN and tons of AI traffic, you're also running a very complex aircraft? Would you be willing to post what settings you are using? You may be able to drop your terrain level of detail to get a fair bit of performance back, without loosing much visually. Unfortunately stutters are due to MSFS constantly loading and unloading stuff, and until they implement a system that handles this better, there's not much I can do about this (short of removing tons of detail and using low resolution textures, which then defeats the whole point of the scenery...). I can look into providing a patch that reduces texture resolution significantly, I can't say how much that will help until I actually try it though...
  11. Haha, thanks :). New to the MSFS large airport market for sure, but I've been developing X-Plane sceneries since 2017, and I've released a few other MSFS products as well (KWYS, 1G4, KSEZ, KBLU, Sedona Red Rocks), all of which you can of course see on my website. Thank you for the suggestion! The interiors cost very little in terms of performance, that being said, while I do recommend against it because solid colored windows look quite boring, I do have a patch available for this on my website (just scroll to the very bottom, the section is title "Patches") MSFS KDEN | X Codr Designs (x-codrdesigns.com)
  12. Just to follow up on the hotfix - it's been submitted to Orbx, I would imagine they're traveling back from FSExpo so it may or may not be available today. That being said, if you scroll to the bottom of linked page, you can find a patch for the terrain issues, along with install instructions. MSFS KDEN | X Codr Designs (x-codrdesigns.com) The full update also includes re-layering of the large-scale grunge so it is on top of the lines, fixes for a handful of floating people in Concourse C, fixes for some stuff in the way of one of the tunnels on C, and hopefully a reduction in potential flickering with TAA. I have some other ideas to improve this further, but those changes are a bit more extensive.
  13. Thank you for letting me know. I'll get a hotfix out ASAP, probably Monday. So sorry about that.
  14. Thank you so much for the feedback! 1. Reviewing this, I agree these should probably be a bit more subtle in some places. 2. Great catch! Looks like I have the order wrong and put the lines above the grunge overlays, oops! I'll definitely get this fixed in the next update 3. I always use DLSS with DLAA for anti-aliasing so I hadn't noticed this, trying with TAA, I do see what you're talking about. Not sure if it's actually z-fighting or if it's the TAA algorithm removing small features, regardless I'll see what I can do and keep you posted. Thank you for bringing this to my attention!
  15. Thank you all for the enthusiasm and support! Based on some of your feedback, I've added a few more exteriors shots and shots of the cargo area, I realize these areas got a bit overlooked screenshot wise. If there are any areas in particular you'd like more photos of, or you have questions, please don't hesitate to ask! @B777ER You mention that the FB version feels a bit more polished - if I may ask, are there any particular areas of my version of KDEN you feel could be better? I do plan to release an update within a few weeks to address any bugs that pop up, and improve a few elements that I feel could be better, but I'd love to hear what you guys are interested in seeing improved!
  16. Thank you, really appreciate your kind words @AviationEnthusiast🙂. @aniiran I can confirm all the airport data is present, taxi routes, aprons, parking spots (with correct sizes and airline codes), etc. I've tested with FSLTL and everything worked well, though there were a few jets that chose the wrong spot for their airline (not sure if this is a bug with MSFS or FSLTL or if there's something else I'm not aware of... but given it worked much better than without the codes, I suspect it's not the scenery). But if you do run into any issues, please do let me know and I'll be happy to look into it! Just to follow up on your question @CaptCorndog I can confirm I will have a patch for this on my website tomorrow. Obviously I don't recommend it since solid color windows look, not great, and the interiors aren't very expensive performance wise but it is an option. Please note when purchased through the marketplace, I won't be able to offer removal of the interior people models, only the interior building (due to how marketplace packages are compiled), and I don't know how this patch would work in MSFS 2024 which will be much more streaming oriented. So, if removal of terminal interiors is important to you, I would definitely encourage you to purchase through an external retailer, such as Orbx. Speaking of Orbx... I'm very excited to announce that KDEN - Denver International Airport has now been released and is available through Orbx! I'm also working on releasing this on the MSFS marketplace and anticipate it to be available soon! You can read the full announcement here: KDEN - Denver International Airport for MSFS out NOW! (x-codrdesigns.com) . Of course, if you have any questions, feedback on the scenery, or run into any issues, please don't hesitate to reach out here, via dm, via email, or via Discord!
  17. Thank you! While the interiors are quite cheap from a performance standpoint, that’s completely understandable, and something I can offer 👍. Please note you’ll (likely) need to purchase KDEN from a retailer outside the MSFS marketplace as I’m not aware of a mechanism to alter a marketplace scenery in this way. I will be looking into this further and confirm whether this is still the case before release.
  18. The roofs are not photos from satellite, they’re hand crafted textures with materials that react to the light, etc. I’d love to export them in a higher resolution, but no doubt you’d agree that turning your sim into a stuttery slide show is not an ideal option 🙂 . Hand painted roads are nice, but they don’t match the real world. You simply can’t get the wear, the tremendous variety in pavement, the perfect blending with the surroundings, etc. Orthoimagery gives this naturally, and here at KDEN, the resolution is more than enough to look great from almost all views. Sure it could be sharper near ground level, but at great cost to the overall view. In a flight sim, my priority is what you see from the aircraft, and I’m confident in this situation high resolution orthoimagery will provide the best experience by far. If you are refering to the orthoimagery at the bottom center, this is a work in progress, that area needs more editing.
  19. Certainly, thank you! It seems Avsim rules don't allow screenshots outside of dedicated screenshot forums, so I've posted a few on my site in the top slider in the gallery: Gallery | X Codr Designs (x-codrdesigns.com). A few things to note in these shots: Per the feedback in this thread, I've invested in much more realistic 3d people models. Unfortunately, they're static (for now), but I think overall they're going to provide a better experience. In the terminals currently shown, the ground level (the inset brick area) is 1 meter too tall (and therefore inside the windows start ~1 meter above the floor vs at the floor). I'm currently fixing this, it's probably not too noticeable unless you're looking for it, but alignment of the inside and outside should look a fair bit more natural once that is finished. The 3rd shot shows taxiway K east of terminal A being closed - I just learned of more changes to this area and am correcting this. Thank you for your kind words about Sedona! I'd love to expand the scenery a bit more, but we'll need to see what MSFS 2024 brings first. They may end covering those areas well enough there is no point in me doing it.
  20. Hello all, Connor here, aka X-Codr Designs. Thank you all for the interest in my upcoming KDEN! I'd like to address some of the concerns here: I agree there is some room for improvement on people, but I'm confident that at a normal viewing distance (i.e. from your cockpit window), they will add significantly to immersion. My goal with interiors has always been to provide an interesting, alive, and generally accurate view from the aircraft, as opposed to a solid-colored shiny window. The development of KDEN for MSFS is not at all an indication of a dying X-Plane market - in fact I am quite excited for the future of X-Plane and have plans for future products/updates on both sims. This is about offering a popular, well received product to more potential users. I'd also like to offer, if there are any areas of the airport, or certain models you'd like a closer look at, I'm more than happy to share screenshots. Constructive criticism is always welcome, please just try to be specific so I can understand what you're criticizing and hopefully improve on said aspects 🙂 .
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