I note you're having similar issues to me regarding perimeter floodlighting at night being too concentrated, dropping off sharply with little sideways spread.
I've not worked out how to resolve it (in Kerkythea), hopefully your guys will have better luck .
Re image 5. If those aircraft are under power and taxiing then 1 and 2 are too close togeher risking FOD ingestion by No 2. The CO would not be pleased....
Very nice.
I note you're having similar issues to me regarding perimeter floodlighting at night being too concentrated, dropping off sharply with little sideways spread.
I've not worked out how to resolve it (in Kerkythea), hopefully your guys will have better luck .
Hi
All the screenshots bar one (pic eight are all taken from within Microsoft's Flight Simulator X, which has quite a few limitations. Those, what we call, light splashes are pre-made textures placed on the ground and appear at dawn dusk and night and don't actually light anything, FSX's scenery engine doesn't have dynamic lighting. So a lot of the night lighting is either rendered externally or hand drawn.
At PeterTheEater
Thanks, small bits of info are most welcome....I shall pass that info on to the AI aircraft programmer, it will require the departure time of the aircraft to be changed, although distance between taxiing aircraft is another limitation of Flight simulator.
Just about finished RAF Wattisham, compatible with FlightSim 9 and FlightSim X (and possibily Lockheed Martins Prepar3D which is essentially FSX)
I have to thank Richard Flagg and Paul Francis for which without their photos for reference and the use of, the buildings wouldnt look anywhere near as good as they do....
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