![]() ![]() It may be slow, but it continues to make a difference. Thanks to everyone involved in all these disciplines. With ws3.0, OSM efforts and the addition of photo scenery, I feel we can match and maybe even exceed their scenery product resolution. I found with ws2.0 we could get close to matching that resolution. WS3.0 looks to be, if not right now at least in the near future, fairly robust and there are some much needed blending and lod features.Īfter using the newest MSFS for awhile now, I am seeing where we need to make some new effort and really hope we can catch up and at least mach in small chunks the resolution of scenery they seem to produce on such a mass scale. Scenery development was my first desire in FG. It's very exciting to be able to start back up in scenery development using something that should be around for awhile. Learning ws2.0 was being left behind was the final nail in the scenery coffin for me. If so I need to process the NLCD per the instructions and will consider documenting the steps (with pictures) in the wiki if I am successful in getting this working. Flightgear would just need a way to turn the traffic information (positions) into AI objects and move/animate the cars accordingly (using the vamos fdm).Do we know if this build process is going to remain consistent in the near future? Like I mentioned, sumo can provide all the traffic information. ![]() I don't just mean a single AI car, but posssibly hundreds at once to create the impression of realistic traffic driving through the scenery. My question is: Can these features together be used to drive realistic AI road traffic in flightgear from another application (sumo)? So this would be a great way for populating the scenery. Sumo can simulate random urban traffic patterns and uses shape files for moving traffic along real existing roads, in addition it is possible to replay actual recorded real life traffic data. Then, there is the open source sumo project for simulating urban traffic. I also understand that there is a patch available for flightgear to support the vamos automotive simulator as the fdm. If this is not currently possible, would it be possible to create such a custom protocol for doing just that? I am thinking in terms of just GPS coordinates for a number of cars, that get updated at a rate of about 0.1-2 hz, depending on the viewer distance (high priority at low altitudes with high visibility). Part of this will require a richer scenery with urban traffic.Īfter having looked at the documentation, I understand there is a multiplayer feature in flightgear, as well as generic protocol system for creating custom network protocols, is that true?Ĭan these systems be used to drive AI ground traffic (cars) on flightgear scenery roads using a network protocol? I am interested in educational use of flightgear for an academic project. ![]() The main problem here is that the underlying code was never designed with this in mind, so isn't necessarily "efficient".Ī more promising/better-performing approach would involve using shaders, as per a number of "traffic shader" discussions we've had (especially affected by OSM2City): Or even for ships/vessels (another long-standing feature request): viewtopic.php?f=6&t=23799 The same thing could be done using 3D models for ground traffic. While these may seem like "aircraft", to FlightGear these are just 3D models that are updated each frame, i.e. as per: Īs you can see on the wiki, this is currently being worked on, and the Nasal module is already fairly easy to use: There's a wiki article giving a summary of the main limitations for these applications at: įor now, the most straightforward approach would involve using Nasal scripting for creating and controlling independent AI objects, e.g. The hard-coded AI traffic system isn't yet sufficiently flexible for this kind of ground traffic - also, the underlying vector data for road networks must be available, too. ![]()
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