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The home of Kuwaiti Hornets...

Posted: 06 Oct 2010, 18:24
by james84
A scenery for this airport has already been released, but it is for FS2002 so I decided to make my own.
This time I used only MAIW libraries (but one):
MAIW ABO
MAIW Aircraft Shelter Library
MAIW Cargo Library
Ramp Light Library
French bases
Nellis
Coningsby
GGSE (Green Ground Scenery Obj.)


If you installed traffic for the Arabian Peninsula area, the airport will be visited by interesting guests such as German (package by Dale, Graham,Ray ,Mark ,Tony) and Italian Tornados (MAIW), Saudi (Dale) and UAE Hercules, UAE C-295, lots of UAE and Qatari fighters and also some Pakistani F-16s (these latter all with my flightplans available on this board), Kuwaiti Hawks (MAIW).
I think this airport has been restored after the first Gulf War: the images from Google Earth show damaged shelters (literally pierced by Coalition bombs, as I read somewhere), so the traffic is concentrated in the central apron. The cargo area has a separate apron (artistic license). The AI aircrafts have a long taxi from the apron to the runways, but Kuwaiti skies are kept safe by 8 Air-to-air equipped Hornets in the SW corner, close to the runway. You may notice that some object is missing, but some areas of the base look abandoned, and there was no library featuring objects specific for desert bases such as sand-camouflaged bunkers and so on. Also fences are missing as I didn't feel like surrounding the whole airport perimeter!
There is only one thing that doesn't look good: there are a river and a road that are literally covered by the scenery but that depends on Microsoft, so if anyone can suggest/do something to get rid of it...

IMPORTANT - AIRCRAFT PARKING CODES FOR KUWAITI HORNETS
I have Michael Pearson's repaints for Nick's model installed on my PC (grab them here http://library.avsim.net/download.php?DLID=146828. I made flightplans for them). I won't include aircraft.cfg entries but if you want to see the aircrafts sitting at their correct parkings, you have to change something:
1) the airline code must be "F18" (Michael provided entries with "atc_parking_codes=M000", and used only "clean" models, with no pylons or weapons, so you can change the models in order to have a wider variety).
2) choose 8 aircrafts (single seaters) and assign them another code: "QRA". This ones will be sitting in the hangars in the SW corner and should be equipped with air to air missiles (change the model from clean to "air to air heavy").

Here is a sneak preview. Enjoy and, as usual, post your feedback!
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Re: The home of Kuwaiti Hornets...

Posted: 08 Oct 2010, 14:02
by james84
Ehm... I asked for feedback if I well remember! :mrgreen:
If nobody said something I can assume I've done a perfect scenery!

Re: The home of Kuwaiti Hornets...

Posted: 08 Oct 2010, 23:07
by sprocky
It is nice indeed :D

Re: The home of Kuwaiti Hornets...

Posted: 09 Oct 2010, 04:24
by foufure
Very nice scenery ! Thanks a lot for this.

Re: The home of Kuwaiti Hornets...

Posted: 09 Oct 2010, 06:54
by james84
You're welcome!

Re: The home of Kuwaiti Hornets...

Posted: 17 Nov 2010, 06:15
by 35yerth
That scenery is awesome! :D
Have you noticed a drop in framerates around the base? I seem to lose quite a bit of them for some reason. The traffic w/ the hornets isn't that bad so I'm curious as to the cause. :smt002

Re: The home of Kuwaiti Hornets...

Posted: 17 Nov 2010, 07:22
by james84
35yerth wrote:That scenery is awesome! :D
Have you noticed a drop in framerates around the base? I seem to lose quite a bit of them for some reason. The traffic w/ the hornets isn't that bad so I'm curious as to the cause. :smt002
Hello!
Yes, I know what you mean. ADE9X sceneries are framerate friendly until you don't add plenty of objects!
When making this scenery I noticed it had good framerates, but they dropped down when I opened it ingame after adding the ground support vehicles!
I noticed the same issue with Aviano, which is even more complex, as there are lots of trees and vehicles that are concentrated in a much smaller smaller surface!
So if you get "inside" the base you don't see many objects, but as soon as you place outside of its perimeter in order to have a "birdseye" view your PC has to read all the info contained in the file... there are a lot, so a slower "fluency" is totally normal!
Anyway, thanks for the feedback, it's always useful if one wants to learn from his own mistakes! :mrgreen:

Re: The home of Kuwaiti Hornets...

Posted: 17 Nov 2010, 22:08
by hawk_sh
Giacomo, I experienced the same frame rate issue with my Oceana scenery.
I set the scenery complexity for all ground support equipment to very dense. So when I lower the scenery complexity in FS9 from very dense to dense, all GSE disappears (several hundred objects). This results in significant more FPS which is especially helpful on final approach (even with frame-rate heavy aircraft like the VRS Superbug and more than 100 AI aircraft scattered on the base). When you have large parts of your scenery in view you will hardly see any difference in the visual appearance of the scenery as the GSE objects are small.

I am not familiar with placing objects using ADE but I am sure there is also the possibility to set the scenery complexity level for each object.

Re: The home of Kuwaiti Hornets...

Posted: 18 Nov 2010, 07:15
by james84
hawk_sh wrote:Giacomo, I experienced the same frame rate issue with my Oceana scenery.
I set the scenery complexity for all ground support equipment to very dense. So when I lower the scenery complexity in FS9 from very dense to dense, all GSE disappears (several hundred objects). This results in significant more FPS which is especially helpful on final approach (even with frame-rate heavy aircraft like the VRS Superbug and more than 100 AI aircraft scattered on the base). When you have large parts of your scenery in view you will hardly see any difference in the visual appearance of the scenery as the GSE objects are small.

I am not familiar with placing objects using ADE but I am sure there is also the possibility to set the scenery complexity level for each object.
Really interesting, Hartwig!
Yes, you can indeed adjust the complexity for each object. Another thing to consider for future projects. Thanks!