Bring on the eye candy :) and a good config gui to control how much candy
you eat (along with everything else that a config gui should do -- joystick
calibration, screen resolution, sounds and sound volume, load/save config)

I personally have a problem with relying on a seperate project to create the
config gui for FG, as there will always be lag from when FG releases new
features until the gui catches up -- there needs to be a startup gui
included that gets updated right along with each new feature -- nothing
fancy, just enough to control all the features.

Re: priority on fast frame rates -- I've always had a problem with the idea
of frame rates faster than the display refresh speed - I've seen plenty of
Quake III benchmarks that claim 150-300 fps, which technically is
impressive, but as far as actual usage, seems pretty useless on a display
that only updates 80 fps at best. Get FG up around 60-80 fps (on a 2ghz
machine + GeForce2/64mb or better) with most if not all the "eye candy"
options turned on, and I'll be very happy.

----- Original Message ----- 
From: "Paul Surgeon" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Friday, November 07, 2003 4:31 AM
Subject: Re: [Flightgear-devel] Some thoughts and ideas (LONG)


> On Friday, 7 November 2003 06:39, Nick Coleman wrote:
> > As a counterpoint, I would like to request that this either not take
> > priority, or that it be an option in the configure stage.  I want fast
> > framerates as the priority.  For me, this is a _flight_ sim and I don't
> > see the point of eyecandy. ( Personally, I was disappointed with FS2002
> > and much preferred the playability of FS98.
>
> Well what do you define as eye candy?
> If people don't want eye candy then why do we have ground textures in
> FlightGear? They are just wasting framerates.
>
> > FS2002 devoted too much to
> > eyecandy and was so obtuse in actually getting to the point where you
> > were in the air and flying that I stopped using it.  It took about five
> > minutes of configuring various options before you could take off.)
>
> That's odd - once I had set up and saved a default flight it was just a
matter
> of starting the sim and away I went.
>
> > I disagree with this assessment.  I think lower spec machines should be
> > able to run a _flight_ sim and shouldn't be excluded just for the sake
> > of eyecandy.
>
> I don't for a minute think that lower speced machines should be excluded
but
> it would be nice to cater for higher end machines as well. This is where
one
> can have low poly models and configurable options to remove eye candy just
> like other sims have. For instance a slider that sets the amount of 3D
> objects you want to be able to see from zero to max with several levels in
> between.
>
> > I just tried this and it does go to VNE.  In my experience (a few
> > hundred hours PPL, mainly C172 and C152), the C172 is modelled very
> > accurately.  Did the OP chase the VSI?  It has a several-second lag,
> > esp when changing attitude quickly (again, this is modelled
> > accurately), which could account for him not hitting VNE.
>
> I held a 1500 fpm decent for 3 minutes from 6000 ft at full throttle.
> It seems that I have an old model although I thought 0.9.3 was a recent
build.
>
> > I'm not trying to rain on the OP's parade; I think he has some good
> > ideas.  It's just that I would prefer to see development take priority
> > in the fields I am interested in, naturally enough.
>
> Well my point is that I'll do the development in the eye candy department.
> It does not have to detract from anyone elses time.  :)
>
> I would love to have a poll on this topic to see how many people would
like
> some eye-candy and those that don't care much about it.
> If no one want's any visual improvements in FlightGear then I better not
waste
> my time.
>
> Thanks for your input though - I do understand where you are coming from
even
> if I don't quite understand your reasons.
>
> Paul
>
>
>
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