Rob wrote:
However, would the one stated above prevent models which use submodels for
wing-flex effects
from appearing to have wings? (Wait... are there any such models, or are the
wings animated
components of the main model?)
A much bigger problem are those aircraft (like my 744)
Stuart Buchanan a écrit :
Providing a higher granularity of control would be tricky but not
impossible - I guess you could define a list of model names that
are to be loaded completely...
could it be done per callsign, like the ignore chat message check box,
with maybe a command line
Gijs de Rooy wrote:
A much bigger problem are those aircraft (like my 744) that are split into
several models, for easy
maintenance/development. Wings, fuselage, gear area all seperate models,
with seperate animation
files...
I wasn't aware that we had any aircraft split up this way.
On Sat, Apr 3, 2010 at 3:30 AM, Gijs de Rooy gijsr...@hotmail.com wrote:
Rob wrote:
However, would the one stated above prevent models which use submodels for
wing-flex effects
from appearing to have wings? (Wait... are there any such models, or are
the wings animated
components of the main
jean pellotier wrote:
Stuart Buchanan a écrit :
Providing a higher granularity of control would be tricky but not
impossible - I guess you could define a list of model names that
are to be loaded completely...
could it be done per callsign, like the ignore chat message check box,
with
Gary Neely wrote:
I'd like to second Gijs' concerns here. I build my models in sub-units
partly to facilitate ease of maintenance and development, and partly
for easy LoD range logic. My model units tend to be: airframe,
external details (antennae, etc), external lighting rig, cockpit,
On Sat, 3 Apr 2010, Stuart Buchanan wrote:
However, having thought about this a bit more, I think there's a
straightforward solution, which is to have a tag on the model to force
sub-model loading for that
model irrespective of the global setting. This could be set for the 747
and the
Jason Shepard wrote:
As far as what you have written here:
1) As I understand this, it basically does exactly the same thing as going
through the individual model files and removing the cockpits/interiors/etc.,
correct?
Correct.
a) Would this work on single-player?
Yes, but there's
Csaba Halász wrote:
Generally I prefer proper LOD and getting rid of specialized AI
versions. I want to see AI/MP aircraft in full detail when I am near
one - or even inside. Ideally I want to see all the instruments
properly working when I hitch a ride using model+cockpit view. In the
long
Stuart:
A number of people on the forums have mentioned performance issues on
lower-spec system on MP, particularly due to loading complex models
for other aircraft causing stuttering.
In an effort to help with this I've been looking at two fixes:
1) A control to disable sub-model loading
Stuart:
1) A control to disable sub-model loading for AI aircraft. This
effectively stops the model loader from recursing into model
tags,
and therefore stops it from loading any sub-models such as cockpits,
instruments, pilots etc.
Csaba:
I want to see AI/MP aircraft in full detail when I
Hi All,
On Friday 02 April 2010 09:19:45 am Stuart Buchanan wrote:
Yes, but there's unlikely to be much advantage as most of the AI models
used in single player (tanker, AI aircraft) are already low-poly models.
However, it does affect the Nimitz carrier, which is quite a detailed
model, so
Rob Shearman, Jr.
However, would the one stated above prevent models which use submodels for
wing-flex effects from appearing to have wings? (Wait... are there any such
models, or are the wings animated components of the main model?)
I would expect that the wing flex would be an animated
Me:
However, would the one stated above prevent models which use submodels for
wing-flex effects from appearing to have wings? (Wait... are there any such
models, or are the wings animated components of the main model?)
Stuart:
I would expect that the wing flex would be an animated
Stuart:
1) A control to disable sub-model loading for AI aircraft. This
effectively stops the model loader from recursing into model tags,
and therefore stops it from loading any sub-models such as cockpits,
instruments, pilots etc.
Csaba:
I want to see AI/MP aircraft in full detail when I
Stuart Buchanan a écrit :
In an effort to help with this I've been looking at two fixes: 1) A
control to disable sub-model loading for AI aircraft. This
effectively stops the model loader from recursing into model tags,
and therefore stops it from loading any sub-models such as cockpits,
Jason Shepard wrote:
Stuart:
1) A control to disable sub-model loading for AI aircraft. This
effectively stops the model loader from recursing into model tags,
and therefore stops it from loading any sub-models such as cockpits,
instruments, pilots etc.
Csaba:
I want to see AI/MP aircraft
Alexis Bory wrote:
When using dual control like in Anders c172p-dual-control and
ZLT-NT blimp, or the f-14b-bs, the copilot is actually flying in an AI
model which needs all the eavy stuff we would like to disappear in
most other situations.
There is also a big demand of visual details and
For those interested in trying this out, I've uploaded a simple patch
to http://www.nanjika.co.uk/flightgear/ai.diff
It's not suitable for committing in it's present form - at the very
least the properties should be loaded from the FG tree rather than
SimGear and I'm not sure that the
As far as what you have written here:
1) As I understand this, it basically does exactly the same thing as going
through the individual model files and removing the cockpits/interiors/etc.,
correct? If that is the case, I find this to be an excellent replacement
for having to depend on each
On Fri, Apr 2, 2010 at 12:52 AM, Stuart Buchanan stuar...@gmail.com wrote:
Hi All,
In an effort to help with this I've been looking at two fixes:
1) A control to disable sub-model loading for AI aircraft. This
effectively stops the model loader from recursing into model tags,
and therefore
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