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Jarrad Marshall

Orbx Developer
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Jarrad Marshall last won the day on August 4

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About Jarrad Marshall

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    Life Member
  • Birthday 09/19/1983

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  • Gender:
    Male
  • Location:
    Perth, Western Australia
  • Order #
    FSS0169274

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  1. Happy birthday Jarrad!

    Thanks guys for the birthday wishes, really appreciate them Definitely managed to take a little bit of a break from my current project yesterday (slightly longer than Ron's optimistic 20 mins though!), but fear not, been back into it today. Thanks again, Jarrad
  2. Hospital and Hospital Heliports in Orbx

    G'day Danny, Several of our stand-alone HD Airports include high-detail hospital heliports, including Anacortes in WA. Off the top of my head: - Anacortes (74S) Island Hospital (also includes another tricky helipad at Burrows Island Lighthouse) - Redding Hospital Helipad in Northern California (KRDD) - Palm Springs Hospital (not 100% accurate - but you know this better than I do!), as well as the famous Aerial Tramway helipads, Southern California (KPSP) - Innsbruck Hospital, Austria (as well as four other heliports in the coverage area) (LOWI) - Cairns Base Hospital, Australia (as well as three other heliports in coverage area) (YBCS) - Dubrovnik Hospital, Croatia (LDDU) - Vail Medical Centre, Colorado. Not technically a hospital, but used for medivacs from the surrounding mountains and ski areas. (KEGE) Cheers, Jarrad
  3. Perth please

    Hi guys, this was recently discussed in another thread here: Cheers
  4. Sunset in out back...

    Wonderful shot Bug, great lighting. Cheers
  5. Introducing FTX Innsbruck: The Capital of the Alps!

    G'day Siggy, it should work fine with default FSX/P3D aside from colour matching issues at the outer edges of the coverage area. We haven't tested with Austria Pro X (only Austria Pro HD West) so can't confirm how it will react. Cheers
  6. Coolangatta Airport YBCG

    YPPH is never too far from my thoughts But as John says, my schedule is quite full for the moment. Cheers
  7. Thanks guys, No worries at all - as per my comments in the opening topic, yes it will be possible to disable the dynamic lighting via the control panel, and the alternative lighting will be the exact same as what you currently see in P3Dv3. I've attached an old preview screenshot from P3Dv3 showing this legacy lighting: Great spotting Nathan These are blackthorn bushes, which blossom with white flowers during spring (when this shot was taken). They are a nice autogen shrub type from our FTX England region product that I have used a little bit around LOWI for ornamental shrub types. Cheers, Jarrad
  8. G'day guys, Whilst work on the new ObjectFlow module is going on at a frantic pace behind the scenes, I thought I might put up a few screenshots of the new dynamic lighting being introduced at Innsbruck Airport. This will be one of the very first ORBX airports to include this new feature in P3Dv4, and will be rolled out as soon as all our airports are released for v4 (ie, once Objectflow is ready). A considerable amount of effort has been spent testing this new lighting, and the result is a balance between performance and detail, with the airport relying on a combination of both dynamic (for aprons and primary areas) and traditional rendered (secondary areas) lighting. For those of you who would prefer, the dynamic lighting can also be entirely disabled via the LOWI control panel; the disabled option will show lighting exactly the same as in P3Dv3. Lastly, I've also added a couple of daytime shots from v4 with all sliders maxed. This is solely to show the excellent new autogen rendering distances - a huge step up from previous versions of the sim. You will notice that generic trees and buildings now render almost the entire distance to the horizon, something that makes a big difference from an immersion perspective. Anyway, enjoy the shots. As always, no release dates will be given, but it is worth noting that I've been holding back on these previews until I was confident that some more news on the Objectflow update wasn't too far away Cheers, Jarrad
  9. User Guides for Orbx products

    Great feedback Matt, definitely something for us to consider implementing. In the meantime, in the case of our airports, quite often the user guide coverage area maps/info/blurbs come directly from the first preview announcements in the previews forum, in addition to extra screenshots that don't make it to the product page. Whilst it's not as direct as checking the airport product page itself, that info can be found by running a search of that forum. Usually the airport name + first name of the developer (eg "Block Island Alex" or "Avalon Tim" or "Avalon Ken") will help narrow down the search for what you are looking for. For example, you mention Redding; the info from the user guide was copied over from my initial preview thread here. Cheers, Jarrad
  10. Airport Creation

    G'day there, In order of difficulty (easiest -> hardest), here are the four basic types of scenery design I'd recommend starting out with, along with the programs I'd recommend using: 1. Placing 3D objects - Instant Scenery 2. Modifying the layout of your airport - Airport Design Editor (ADE) 3. Creating photoreal ground textures and/or modifying the surrounding terrain - SbuilderX 4. Creating your own 3D buildings and objects - Gmax or Blender for 3D modelling, ModelconverterX (MCX) for tweaking and Photoshop for creating textures. As a commercial forum, this isn't the most suitable place to discuss the finer technical points of design; FSdeveloper is by far the best resource and discussion website for FS developers, whilst the gents over at OzX are also very friendly and helpful in my experience. Best of luck Jarrad
  11. G'day Mark, This is probably a question best directed to the IPACS team; this would be a major feature implementation to the core sim and I wouldn't want to speak on their behalf about such things. Cheers, Jarrad
  12. Hi guys, I'll just chime in here RE comments about photoreal.. I think there is a misunderstanding amongst some users about just exactly what we mean when we talk about an ORBX "photoreal" project. There is a perception that a photoreal scenery automatically means a lifeless, 2-dimensional, washed-out, unedited scenery ripped straight from a tileserver - akin to what you might find with tileproxy or lower-quality PR products. This couldn't be further from the truth - not all photoreal products are created to the same standard; heck, our airports are a form of photoreal scenery. They use aerial or satellite orthoimagery source the same as any other. The key difference though, is how that imagery is used. Take a PR coverage area like LOWI for example (in FSX)... from the base source imagery, hundreds and hundreds of hours are spent bringing it up to a standard I am happy with. Heavy colour editing, spot patching, removing seamline and cloud residue, "cleaning up" clutter/shadows/cars/noise in priority areas, hand-drawing blendmasks, creating full seasonal variations (much more involved than running a simple photoshop filter over a base summer image), adding snowlines for transitional seasons, creating nightmaps, watermasks, defining roads in better clarity. On top of that of course is the adding of extremely dense and accurate generic buildings and vegetation (autogen), populating light splashes, vector points such as powerlines etc. Of course different approaches will be taken for region-wide PR products (ie don't expect every 2D car footprint to be removed, ha!), but rest assured any future ORBX product will not be a lifeless, 2D scenery. Cheers, Jarrad
  13. G'day Vora, that's correct, no OF at this stage unfortunately. In the case of LOWI this means no seasonal variants for the vegetation (a moot point given AF2 is SU-only at this stage anyway), runway lighting uses sim-default point lighting, and non-active hold-short lighting. In lieu of this, I did create half a dozen new airside vehicle animations (given I had to rework all the vehicle animation paths for the new sim anyway); combined with the animated peopleflow this does give a nice sense of atmosphere on the apron. Cheers, Jarrad
  14. Hi guys, if we can please keep the discussion on topic and not revert to personal retorts, that'd be great, cheers Hi guys, to explain further; IPACS have been working on the generic vegetation and (new) building system, and ORBX have been utilising this new system to create detailed autogen at LOWI. The core system from IPACS is not the final output content, ie don't expect ultra-HD quality building placements to appear around the entire AF2 world with this update, but rather it is the ability for developers such as myself to create that final content. To use an analogy; IPACS have just invented lego bricks, it's now up to developers to build houses with them. I can't speak for any intentions IPACS has for integrating this new tech into their own DLC; I can only speak of the plans ORBX has in relation to our content for the sim. The ability to create generic autogen buildings and different types of vegetation has not been possibly in AF2 until now - this is a major new feature for the core engine and bodes well for future content from the ORBX side. No, I'm saying that it would be unrealistic to expect ORBX-quality autogen building placement to rolled out for the entire world in a timely manner. Hand-placing autogen to the standard seen in ORBX airport products such as LOWI, NSTU, KPSP etc is extraordinarily time intensive work. Some parts of the world have source data than can semi-automate some of this process, but many parts of the world do not. Even with high-quality source data, it takes hundreds of man-hours to complete an area the size of LOWI, without quality source data this can blow out by 3x or 4x that amount. So I'm just tempering expectations; don't expect an entire photoreal country with LOWI-quality autogen placement to be rolled out overnight, that's all Cheers, Jarrad
  15. Thanks very much guys, I've been enjoying catching up on the discussion both here and elsewhere, great to see such a diversity of opinions and inputs. I'll touch on a few of the questions posed: G'day TTM, everything you see is out-of-the-box. No tweaks, no cfg changes, no alternate sky/weather textures or shaders. Simply AF2 and FTX LOWI, that's it I personally run AF2 on two computers, on my old desktop (specs in signature) I have it installed on my internal HD, and I've yet to see any performance/lag/loading issues. There will be of course differences in initial loading time depending on SSD or HD, but really, both are light years ahead of P3D/FSX. I didn't think to take a low-down shot of the runway just yet. The IPACS team have devised a very clever system for integrating the sloped runways from a 2D ground poly, with the height data derived from the source elevation model, and smoothed out to avoid bumps and small-scale anomolies. If you are interested in more technical aspects of how it is implemented, have a read over the AF2 SDK - it really is very cool. In terms of Innsbruck, the real-life runway only has a very slight slope, so you won't notice too much. But it's also worth checking out some of the default airports where it makes a difference - Monterey in California is a particularly good example. The vegetation system has been greatly improved by the IPACS team over the existing version, including adding more variety and adding very, very nice new artwork for the trees themselves (see the shot below which shows off a few of the types - sorry for the dark lighting). The building autogen system is entirely new, being built from the ground up by IPACS in preparation of LOWI. The core infrastructure is now ready and being improved all the time - but at the end of the day the placement of buildings/vegetation relies solely on the quality of the source material. Automated methods are at the mercy of commercially available data sets; this varies wildly across the world. One of the hallmarks of ORBX HD airports are the carefully placed dense autogen coverage; even with automated data, this is still augmented by hundreds or thousands of hours of hand-placed individual additions and corrections. That said, we're continually looking at ways to improve our workflow efficiency in this regard, but hand-placing an entire country like Switzerland is still beyond the realms of possibility at this point. Not at all, I personally don't own an OR at the moment (I blew my budget on a much-needed new desktop instead!), the sim is perfectly suited to VFR flying with a monitor in the same manner as FSX/P3D etc. G'day Mark, the short answer is, the draw distance is insanely far This is potentially a WIP component, as tweaks are still being made to balance performance with visuals, but in the current build, this is what I'm seeing: G'day Ray, I haven't made a custom map yet, but the coverage area is the same as the FSX PR area. Note that only two of the heliports (Innsbruck Rescue & the Hospital helipad) will be included in the initial release of FTX LOWI for AF2. Hi guys, whilst obviously performance will be changing as IPACS introduce new features such as ATC etc, it is not true to presume that this is solely the reason for better performance. Having spent a week with the IPACS team, and spending quite a bit of time discussing exactly this topic, it is clearly evident that these guys have given the absolute top priority to the performance and optimisation of the engine. So yes, whilst it's impossible to predict what will happen as new features are introduced, it is very safe to say that best performance is the absolute top priority of these guys. It's not a co-incidence that visually and FPS-wise, the terrain engine performs so well, and looks so good. Hi guys, the coverage area for LOWI will be the same as the FSX/P3D version. The edge of the Swiss DLC area is very close to the edge of FTX LOWI, and the gap is covered by the default photoreal map and mesh that ships with AF2. I find this perfectly adequate for overflying, but not for exploring down low. You may even notice the default PR peaking out beyond the main coverage area in some of my initial shots, including these few: G'day Kilstorm, proper crash detection adds some interesting new scenarios that will no doubt be explored as we go along. All surfaces are hardened by default, and without the heavy performance penalty that you get in FSX/P3D, so from a purely nonsense point of view this adds elements like landing on the curving freeware ramps, etc. It also adds a great deal to low-and-slow flying, as much more attention needs to be paid to avoiding small obstacles such as aerials, powerlines/cables, overhanging trees etc. Obviously this will really reach it's potential once helicopters are introduced to the sim. G'day HiFlyer, it's certainly feasible to see many of our existing "Flows" incorporated into upcoming airport releases. PeopleFlow, StaticFlow, some components of NatureFlow, VehicleFlow will all be making appearances in this version. Time-sensitive and season-sensitive dynamic content is something we'll be looking at further down the track. Also to note, whilst animated Natureflow is certainly possible currently, for aesthetic and performance reasons I haven't personally used these components in my airports for quite a long time. This would be more suited to smaller grass strips where the performance budget overheads have a little more space to play with. Oh for sure, FSX and P3D will continue to remain my primary development focus. For me as an airport developer, FSX and P3D will remain my core work, whilst AF2 will be the icing on the cake for VFR simming and VR experience, and will be the best visual platform to show exactly how I intend my HD airports to look like. It's exciting times, and there is much to look forward to, that's for sure Cheers, Jarrad
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