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Holger Sandmann

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Holger Sandmann last won the day on January 3 2016

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About Holger Sandmann

  • Rank
    Geospatial Lead
  • Birthday 02/16/1965

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  • Gender:
    Male
  • Location:
    Sidney, BC, just east of CYYJ

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  1. Hi there, no need to worry, there's nothing to "buy back": Microsoft licensed its ESP code base to Lockheed Martin 'in perpetuity' for further development as they see fit for military and academic purposes. Source, for example: https://www.defensedaily.com/lockheed-martin-incorporates-microsoft-flight-simulator-t-x-offering/business-financial/ Cheers, Holger
  2. Hi Wolfgang, the most likely approach would be dynamic shaders (which can be overlays for ground textures too), where textures change based on environmental conditions; not necessarily based on current weather but also latitude, elevation, climate models, etc. Certainly not trivial but it can be done. See this example from the Unity game engine, which is based on calendar date: Cheers, Holger
  3. Hi all, I can add some of those lakes as photoreal water in the upcoming service pack for AUv2. However, P3D adds several reflection layers and shaders on top of all waterbodies making vibrant colors much darker and duller than they should be. I've noticed that with some of the colorful tailing ponds at the photoreal mines included with AUv2. Cheers, Holger
  4. Hi Harald, actually, photoreal coverage always overwrites landclass ground textures, regardless of display priority. Thus, my instructions in the compatibility thread are what you're proposing, meaning CS Honolulu with the FSJ photoreal coverage for the rest of Oahu. That being said you may want to check out both options before making a final decision. The advantage of our landclass coverage of Oahu is that it has much denser vegetation autogen and more authentic tree types as well as building facades and roof types. Cheers, Holger
  5. Hi Sabretooth78, see this thread at RTMM: https://forum.mistymoorings.com/index.php?topic=4605.0 Cheers, Holger
  6. Hi Harald, the FSJ package can be combined with CS Honolulu; see https://orbxsystems.com/forum/topic/179917-cityscape-honolulu-compatibility-index/ Cheers, Holger
  7. Hi all, Greg, there are three airports on Oahu in George's coverage: PHJR John Rodgers Field, NPS Ford Island, PHNG Kaneohe Bay. Ford Island seems to have more detail in our rendition (it's decommissioned anyway). For PHJR and PHNG it's should just be a matter of deactivating our respective airport files but we'll have a closer look for any compatibility issues.. It's actually ~1,500 sq km (~630 sq mi). Unfortunately, unlike for the conterminous US States, there's no high-resolution imagery available for the Hawaiian archipelago that can be used in commercial products. At >USD25 per sq km for commercial licenses even a relatively small island like Oahu would cost too much to fully cover. Cheers, Holger
  8. Hi guys, as an update: we're going to provide a new version of the extended night lighting with a service pack based on the AUv2 road network. We're also going to take into account that many Australian cities are in the midst of switching to LED street lighting meaning more white than orange light splashes. Cheers, Holger
  9. Hi Ken, your AUv2 screenshot is of the wrong ridgeline, try the one further west. Compared to v1 -- see below -- I'd say it's a pretty decent improvement. Cheers, Holger
  10. Hi Brett, glad to hear that you're enjoying AUv2. AUv2 has a completely new road network and the additional night-lighting patches created for v1 show local mismatches, which is why we didn't include them. We didn't want to provide replacements right away because there may be further changes needed when adjusting to our existing payware airports. Also, not everyone likes those extended night lights and we are thinking about how best to make them optional. Anyone re-activating the AUv1 "FTXAU05_ROADS" folder: make sure that you remove all files other than the 279 or so files with an "!" in front, otherwise chaos will ensue due to partially excluding/overwriting AUv2 roads and other features! Cheers, Holger
  11. Hi guys, I'm a little bit baffled by the "uphill claim" as I don't see it in the sim. The effect, coded by yours truly back when dinosaurs roamed the land, consists of two parts: the falling water is essentially a movie clip loop of a waterfall photo that moves down a few feet with each frame. In addition, at the base I've placed a spray effect simulating the water vapor rising from the splash point. That vapor does drift upward some ways as it does in real life. In P3D visual effects are displayed somewhat differently so the spray effect grows larger than it does in FSX. Still, it doesn't really give the effect of water flowing uphill, close-up or from a distance, at least not to my eyes. FYI, Yellowstone Park is within the Central Rockies Region, not FTX Northern Rockies. Cheers, Holger
  12. Hi Mac, as mentioned in the announcement's Q&A section: As for the airports you mention there are about 630 enhanced airports in this package -- AU v1 had a grand total of 2! -- and Lady Elliot Island and Lizard Island are indeed included. They are also marked in the coverage map included in that post, which you can zoom in to. Cheers, Holger
  13. Hi guys, that user has now been flagged as a spammer and thus is permanently banned. Thanks for the heads-up. Cheers, Holger
  14. Hi all, many thanks for the kind words, much appreciated! Cheers, Holger
  15. Hi there, John was referring to the team that develops both TE Regions and the openLC series for P3D. AUv2 is developed by a separate team led by yours truly and thus its development and scheduling is independent. We're making good progress but it's a rather big area... Cheers, Holger
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