Jarrad Marshall

Orbx Developer
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About Jarrad Marshall

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  • Birthday 09/19/1983

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

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  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. G'day all, After months of discussion, speculation and rumours, ORBX are proud to announce our first venture into "Project A": FTX Innsbruck for Aerofly FS2 Flight Simulator! A close collaboration between ORBX and IPACS, both teams have been quietly working away at this over the past months, bringing together the ground-breaking visual engine of Aerofly FS2 with the high detail and immersion you have come to expect from an ORBX HD Airport. For those who haven't had a chance to try AF FS2 yet, I strongly urge you to check it out. As a VFR experience, this is the best sim currently on the market, hands down. As you can see from the screenshots below, there is a clear mark-up in terrain quality - mountains look crisp, photoreal roads and railways are discernible all the way to the horizon, and both the shadow and atmospheric engines are stunning. Best of all, performance is through the roof - having spent a great deal of time learning from the IPACS team, I have discovered that they are passionate about tweaking the very best performance out of their engine as possible. In terms of the scenery itself, I've brought across the best elements of the FSX/P3D version that you've all been enjoying over the past month. Features expected from any next-gen ORBX airport are there - animated PeopleFlow, cars and trains, highly-detailed autogen vegetation and buildings, enormous coverage area, high-detail 2048 textures and dozens of landmarks. In addition, expect to see a couple of very exciting new features exclusive to AF FS2; naturally sloped runways, highly accurate crash detection (no more close-calls when flying under those bridges!), better-implemented spec/bump maps for the ground poly, and some very nifty shadow/night textures. Lastly, the optimisation of this engine really makes a difference - performance, microstutters and VAS usage are genuinely nothing to worry about around Innsbruck. I've been easily getting upwards of 130-140fps with maxed settings. Lastly, for those that own or are looking forward to a VR headset, AeroFly FS2 provides native compatibility for both Occulus Rift and HTC Vive. The smoothness and performance of the sim with, coupled with the native compatibility, make this the superior platform for VFR flying - I'm sure JV will chime in with his own experiences with the OR and AeroFly. CURRENT PRICING and RELEASE DETAILS - Owners of the FSX/P3D version of LOWI will receive a 40% discount for the AeroFly FS2 version. - Full price will be AUD$39.95 (€27, US$30, £23 approx.) or AUD$24 (€17, US$18, £14 approx.) at the discounted price - Release is scheduled for June 15th 2017 (a special request from John - it's his birthday after all!) - FTX Innsbruck for AeroFly FS2 will be previewed live at FlightSimCon on June 10th 2017; this will be streamed via our good friends at AirDailyX - This is just the first of many ORBX airports for AeroFly FS2! FTX INNSBRUCK for AEROFLY FS2 FEATURES: - Innsbruck Airport recreated in full HD detail - Full 2500 square km coverage area - Sloped runway! A key feature of AF FS2 - Ultra-crisp terrain textures. Defined mountains, roads and rivers all the way to the horizon, no more blurries. - Incredible performance on even mid-range systems - far superior to FSX/P3D - Amazing Virtual Reality integration: optimised for performance and smoothness, best-in-class. - Full animation support: Moving PeopleFlow, vehicles and trains - Complete autogen system - a major new feature previously unseen in AeroFly FS, expertly designed by the team at IPACS. - Volumetric grass - Crisp and accurate shadow engine - Dozens of landmarks, POI and features, including two heliports. - Stunning atmospheric engine perfectly suited to VFR flying. Lastly, it is important to note that these screenshots are work in progress, and there may be minor changes before the final version, though they should convey a good idea of where the development cycle is at. Also, this is exactly how the sim looks out-of-the-box! No tweaks, no edits, no display cfg changes, no other third-party addons (yes, those beautiful aircraft are default) - just FTX Innsbruck and AeroFly FS2, that's it! Enjoy
  8. G'day Sven, A quick rundown of train routes: - 3x local (red/white) trains over a combined distance of 19.25km - One freight train over distance of 2.25km - One ICE (white) train over a distance of 9.5km - You are correct, no trains east of Innsbruck Hauptbahnhof I wanted to create a balance of visual options, across a spectrum of routes that would ensure you'd likely see a moving train on all approach paths, most times you flew those paths. This is the reason that the ICE only goes as far as Völs - I wanted to ensure that you saw a moving train somewhere along finals for Rwy08 - if the route had extended all the way to Innsbruck Hbf, then it would have reduced the probability of seeing it on the Rwy08 flightpath by 30-40%. It means that the trains don't follow strictly real-life routes, but it does mean that you are much more likely to bump into something as you fly into and out of the airport, which was the aim of these. Also given the (comparatively) very long development time for each of these animations, I limited it to five priority routes, rather than extending out east up the valley, or south down into Brenner Pass with more options. Cheers, Jarrad
  9. Thanks Andy, amazing shots, thanks for posting. Looking at your shots, the following changes should give you a considerable change in performance: 1. Disable vegetation shadows (or dial all the way down).. there are literally millions of trees in the LOWI coverage area, and with all these objects casting shadows, this will be one of the heaviest hitters in performance. 2. Dial down your water settings three notches (if maxed out) - for an area like LOWI, the visual loss will be negligible vs the performance gain. 3. If your master shadow settings are maxed out, dial down the quality a notch or two - there is a huge amount of geometry in the scenery (particularly the airport), toning this down will have a big effect. 4. If you haven't already, turn down AI car traffic to 7-10%. This won't effect the immediate vicinity of LOWI, but will impact the approaches noticeably. All of these will have minimal visual changes. If you are still looking for ways to save extra performance beyond that: 1. Dial down the vegetation autogen density a notch or two. The vegetation density around the airport is extreme, this will have a noticable impact (but also with more visual impact too). 2. Ditto autogen buildings - these will possibly have a bit of an impact. Cheers, Jarrad
  10. Hi Rene, in order to receive support you will need to start a new topic in the support forum here. Cheers, Jarrad
  11. Yes
  12. G'day Dave, This is just a private access road running across the engine testing bay, that I believe is only used when the bay is not in use. Indeed there is, here is the full control panel. You'll also notice that the engine bay Q400 can be also disabled as a separate item for those wishing to run their own engine tests And lastly, I had a few bits and pieces showing some last details that I was intending to post; I hope Emmsie doesn't mind me adding on to his. These are primarily in response to various requests in previous preview threads. A certain (and oft-requested) golden-roof tourist landmark should be visible below: You may notice a Piper tucked in behind the storage shed below. Despite it's N-registration, this aircraft is quite well known amongst the airport locals as it belongs to one of the staff at the adjacent Tyrolean maintenance facilities. Apparently it only flies a couple of times a year. There were a few requests for some autumn/fall shots: The church at Axams is now ready to go. The shot JV posted a few weeks ago was from a library placeholder for the RTM-A build. Lastly, in addition to the three already-previewed heliports (Hat Tux/LOJT, University Hospital/LOIU and OAMTC Flight Rescue Centre/LOJO): Here are a couple of shots of the two lower-detail helipads; Fire Service College Heliport (LOIN) and an unnamed landing area at Buch-in-Tirol. nb. LOIS hasn't made it to release unfortunately due to time constraint. Cheers, Jarrad
  13. The trains are definitely animated:) I spent a great deal of fun mapping out five different routes across the coverage area - about 30km of routes in total.
  14. Hi Joop, yes it is completely is (see the first LOWI preview thread for screenshots of that one), though this won't have a selectable start location from the airport menu due to a couple of technical issues it brings up.
  15. Thanks Joop, and yes indeed, Graham has included the helipad start locations for LOWI/LOJO. Cheers, Jarrad