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Showing content with the highest reputation on 11/18/2012 in all areas

  1. 4 points
  2. No limits, please! By all means, impose a limit on your own work, then make the low number of polygons a key selling point; but a cap would deny other developers the freedom to make up their own mind. Computer hardware is improving so fast that any imposed cap would be out of date immediately. Also, the practical limit is not only determined by hardware, but also by the aircraft type and choices made by the developer. For example, mapping the Plane Maker panel to the cockpit object has a disproportionately high drain on resources. If you make an aircraft with purely analogue instruments (no VDU/LCD displays at all) and do without the Plane Maker panel altogether, the effect on frame rates is enormous. I switched from a 2048x2048 Plane Maker panel to 3D animations and gained 6.0 FPS instantly. On my system, I found that each 100,000 polygons "cost" 1.0 FPS, and that this was linear up to the overall limitation of VRAM. Without the Plane Maker panel I was able to add 600,000 polygons with no net change in FPS.
    3 points
  3. Polygon limit ? What polygon limit ? Pascal
    2 points
  4. 2 points
  5. That would be nice but, we still want this plane to run well right? Dean
    1 point
  6. Looking forward to watching you see it through!
    1 point
  7. We'll start putting exterior shots on the site as soon as all the 3D details are in place.
    1 point
  8. here's the finalized interior, and some exterior shots in XP
    1 point
  9. No, it would have to be an anti-up quark.Moving along...
    1 point
  10. well.. I am programming the best I can with my skills of programming I got. I am going desperately slow because I have to try - error -try until the logic in c++ is going ok. For sure one good programmer would go faster and could simulate all the systems .. but the only thing I can say is i am doing my best in that area. Some of the things you mention are planned to do (if I am able to do them). Right now I have simulated the XFeed fuel function (incredible there is not any one like that in X-Plane default instruments, and I had to write several lines of code to simulate fuel burning acuratelly).. Did some electric system simulation.. and right now I am in the process of starting engines Automatically with their hotstarts, Overcurrents etc... so among a forest of code. But everyday my programming skill are increasing good and if I don't find any imposible barrier, I will try to simulate the more I can... if not in the first 1.0 version.. in future ones. But I pretend to release the plane with a cheaper price than the CRJ200 for sure... working very hard every day to try end it before christmass.
    1 point
  11. Chip will be happy with the next version (1.2). Spent many hours doing pure visual chaos on the ramps! - CK.
    1 point
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