Military AI Works • Galaxy in Green
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Galaxy in Green

Posted: 21 May 2008, 01:00
by monkie
Euro One, fictional generic AFRES markings.

Posted: 21 May 2008, 01:02
by monkie
Euro One, fictional generic AFRES markings.

Posted: 21 May 2008, 01:06
by MIKE JG
LOL, that didn't take long! Nice work, you should vary the cammo patterns so they all look slightly different.

Posted: 21 May 2008, 01:11
by monkie
Thank you.

It would look more realistic with varied patterns but I often wonder about the added load times for multiple textures even on the same model. On my personal set up I never have more than a couple of textures for one model to reduce texture loading stutter or at least I hope it's helping.

JC

Posted: 21 May 2008, 11:44
by Psuls
great ! :D

Posted: 21 May 2008, 13:42
by Ford Friendly
monkie wrote: I often wonder about the added load times for multiple textures even on the same model. On my personal set up I never have more than a couple of textures for one model to reduce texture loading stutter or at least I hope it's helping.
Based solely on my experience and reading the avsim forums, I don't think a couple extra textures/sets (within reason) is that big a deal. Consider the number of different paints and the number of different aircraft an airline like Southwest uses at one of their hubs. I haven;t noticed any serious FPS drag.

OTOH, a factor that definitely makes a differences is the size and number of textures per aircraft. Some of the original SKJ aircraft repaints were the worst for me. When I ran FS9, different formats BMP/DXT made noticeable differences, I believe, due to the size of the files.

One last obvious thing, obviously hardware specs make a difference. 4Gigs of Ram, a defragged hard drive and a quad core CPU and even FSX can run (relatively) fine at Heathrow or LAX at the busiest of times.

Just my take.

Added note. If you really wanted to test the effects, Christian Muenier uploaded some test files on avsim recently where you could load a number of aircraft to see the load effects in FSX. Even if you don't use FSX, you could check out his read me. Basically what he does is load a bunch of different a/c in a deserted area, write down the FPS, reload using different a/c, repeat. He makes reference to some one else's work, supposedly for FS9 I think.

Ford

Posted: 22 May 2008, 15:46
by monkie
I forgot to mention that I feel this is one of the most impressive AI aircraft I've ever seen produced for FS. I'm amazed at how well it looks for such a low poly count and the moving control surfaces in flight look fantastic.

Posted: 22 May 2008, 18:26
by Firebird
The gear for me is the most impressive thing. Watch it after take off, its awesome. Use something TVB to watch it take off from the front or front quarter. Outstanding stuff.

Posted: 22 May 2008, 20:21
by Psuls
monkie wrote:I forgot to mention that I feel this is one of the most impressive AI aircraft I've ever seen produced for FS. I'm amazed at how well it looks for such a low poly count and the moving control surfaces in flight look fantastic.
:oops:

Thank you very much... :)