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Ecton

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  1. There’s more than two of us!
  2. Some more thoughts For General Generative Scenery: OSM-level street and building footprints ala SimHeaven Culturally correct buildings and road types based on locations. Flying to a remote village in the Dorien Gap and seeing streetlights, paved roads with sedans, and Victorian houses tends to lose the sense of adventure in VFR flying. I realize their are cultural and political sensitivities here. Stuff within reason. Better forest densities and representations. Recursively refined cell generation. Multiple depths for sub-division of generation cells with more detail in smaller grids. LOD depth for VFR. Rules for LOD extras in the near field at very low altitude. Rocks, ants, ant lions, individual flower petals, etc. 😛 Next-Gen tree/plant tech that responds to LODs. Maintained high quality of roadways and traffic. It is terrific. Maybe add traffic variation by time of day? Fauna. I know, some people hate it. But in my area, deer, deaf ground hogs, turkey vulture swarms, hawk swarms when migrating, etc, are a big deal. THe current Partridge Family is just one kind of hazard. Low-altitude effects in response to terrain mesh and generated buildings. Get ready for your Amazon UAS projects. Generational response for orographic local wind effects from buildings and ridges, etc. GPS shadows and reflections for low level flight. For WED Telephone poles and wires. Lots of rural airports have this problem. I'm working on one now for Gateway where in reality there is an electric line that runs 30 to 50 feet to the right of the runway! Details like this give private airports, cough, character. But I can't add them. More regional hangars and buildings using the above resources
  3. I think shader “magic” is pretty impressive. You can add a lot of variety just with vector manipulation and there is so much more. I’d expect a kind of split-and-refine approach to generation where each generated cell can be split into refined subcells to add more detail. That could be rules based or more recent tech. It could even extend their current 2d grammar for autogen. I’ve done stuff like that and you can mix designer scenery and gen easily at any cell/sub-cell size.
  4. Personally, I find msfs 20/24 weather to be its most disappointing aspect. I fly The Other Sim 12.3 for flying through beautiful and varied weather and MSFS24 to explore terrain. I wish I could stitch the sims together into Frankenstein’s Flight Simulator, render sky and apply flight models with the former and terrain and in cockpit controls with the latter.
  5. Something in or around object rendering improved significantly.
  6. I was in the SU3 beta build. It ran well. When the beta ended I uninstalled MSFS 2024, cleared all caches, and removed all community content, and reinstalled. The next week was a snap, crackle, popping mess of sound and stuttering. Today I uninstalled 2024, completely, <b>deleted my appdata folder </b> for msfs 2024, cleared the rolling cache and shader cache and reinstalled it all. Stuttering and crackle noises are gone and it is running even smoother than the beta. So, yes, Virginia, uninstall IT ALL.
  7. 2024 has satellite orthos that work. Flew from Yellowknife through a wall of smoke to Wekweeti (cywe) and it is still all ortho, however: 1. Yellowknife had no 3d building representations where as similar sized village/towns in USA do 2. On the orthos much of the terrain is snowy. 3. on the ground no scrub and grass, just pines sitting in a few inches of snow. Not at all much like real flora/ground conditions i see on the web and webcams.

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