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Old 03-10-2018, 04:58 PM   #1411
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Originally Posted by DaveS View Post
 Looks great here! I added a hi-res runway texture for the main concrete runway (04R/22L) along with a correction to the runway lights and checked that in: https://www.dropbox.com/s/3lsqja1jgk...U_EDW.jpg?dl=0
Finally had the chance to look at this... is the texture really needed? If the surface tiles were not that detailed it would make sense to have a runway texture (like in other places where the runway is like 10px long), but in there the tiles are very good and probably have more detail than the texture...

Also, are we sure there are lights (centerline and outline) on the underruns/overruns?
Anyway, the order of the PAPI lights has to be changed as in MOGE only one set is visible, and currently that is the close-in aimpoint and IMO it should be the nominal.
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Old 03-10-2018, 05:10 PM   #1412
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 Finally had the chance to look at this... is the texture really needed? If the surface tiles were not that detailed it would make sense to have a runway texture (like in other places where the runway is like 10px long), but in there the tiles are very good and probably have more detail than the texture...
Yes, the texture is much more detailed and sharper than just the tiles alone.

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 Also, are we sure there are lights (centerline and outline) on the underruns/overruns?
This is more a limitation of D3D9Client/Orbiter as none of them implement the kind of setup that EDW is using. D39DClient is modeled after KSC's SLF while Orbiter is more a generic airport setup with the running light.

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 Anyway, the order of the PAPI lights has to be changed as in MOGE only one set is visible, and currently that is the close-in aimpoint and IMO it should be the nominal.
Go ahead and change it. I wonder how many is actually using the default inline client anyway?
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Old 03-10-2018, 05:42 PM   #1413
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 Yes, the texture is much more detailed and sharper than just the tiles alone.
Here is a comparison with the texture shifted 100m to the side:


The texture does have sharper lines, but lacks the detail (and the accuracy) of the runway itself.


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Originally Posted by DaveS View Post
 This is more a limitation of D3D9Client/Orbiter as none of them implement the kind of setup that EDW is using. D39DClient is modeled after KSC's SLF while Orbiter is more a generic airport setup with the running light.
Any images of the runway at night?
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Old 03-10-2018, 05:50 PM   #1414
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 Any images of the runway at night?
The best I got is HUD video of the STS-114 landing at EDW22L on August 9 2005.

---------- Post added at 06:50 PM ---------- Previous post was at 06:48 PM ----------

[QUOTE=GLS;573483]The texture does have sharper lines, but lacks the detail (and the accuracy) of the runway itself./QUOTE]
What do you mean by "accuracy? Just by being of a higher resolution, the textured runway should be more accurate.
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Old 03-10-2018, 06:07 PM   #1415
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 The best I got is HUD video of the STS-114 landing at EDW22L on August 9 2005.
Could you please post a screen where the underrun is visible?

[quote=DaveS;573484]
Quote:
Originally Posted by GLS View Post
 The texture does have sharper lines, but lacks the detail (and the accuracy) of the runway itself./QUOTE]
What do you mean by "accuracy? Just by being of a higher resolution, the textured runway should be more accurate.
Did you look at the images I posted?

---------- Post added at 06:07 PM ---------- Previous post was at 06:00 PM ----------

I'm holding on the change to the EDW PAPI lights, as somehow there is a position difference between them in D3D9 and MOGE, and I'd like to find out where it comes from.
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Old 03-10-2018, 06:12 PM   #1416
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 Could you please post a screen where the underrun is visible?
Here you go: https://www.dropbox.com/s/sgrynnwn7g...TS114.jpg?dl=0

Compare it to this similar image from STS-115 which landed at KSC33 on September 21 2006: https://www.dropbox.com/s/8rk8juxlek...nding.jpg?dl=0

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 Did you look at the images I posted?
Yes. Are you talking about the barely readable runway numbers?

Last edited by DaveS; 03-10-2018 at 06:46 PM.
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Old 03-11-2018, 02:10 AM   #1417
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Originally Posted by DaveS View Post
 Here you go: https://www.dropbox.com/s/sgrynnwn7g...TS114.jpg?dl=0

Compare it to this similar image from STS-115 which landed at KSC33 on September 21 2006: https://www.dropbox.com/s/sgrynnwn7g...TS114.jpg?dl=0
It looks like there are outline and centerline lights only on the (main) runway, and, like I thought, the underrun only has the centerline lights. Except for the different and wider light line at the start of the runway, it kinda looks like the standard runway lights in Orbiter.

(btw: you posted the same link twice....)


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Originally Posted by DaveS View Post
 Yes. Are you talking about the barely readable runway numbers?
That and the tire markings, and the runway markings (which have a big offset and are of the wrong size/aspect ratio), wrong sized overruns/underruns and also it has a green tone that stands out in the middle of the desert...

---------- Post added at 06:59 PM ---------- Previous post was at 06:28 PM ----------

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Originally Posted by GLS View Post
 I'm holding on the change to the EDW PAPI lights, as somehow there is a position difference between them in D3D9 and MOGE, and I'd like to find out where it comes from.
So the issue is that while D3D9 looks at several PAPI entries as individual lights, MOGE only looks at the last, and uses that for both ends of the runway. So, as we have a different distance between the ends of the runway and the PAPI lights, one will not be correct in MOGE... if there wasn't the for runway 04 not having the underrun (or at least it not counting for the shuttle). This means the threshold for 04 is considered 1000ft down the runway, and the aimpoints reflect that offset. So in the end, switching the order of the ends for the PAPI entries makes it all look good.

Anyway, the runway lights in D3D9 are placed some distance above the runway (this is not a new bug... was it ever fixed?), but I can see lights that aren't in the video screen from STS-114....

---------- Post added at 07:05 PM ---------- Previous post was at 06:59 PM ----------

I just checked the D3D9 thread and the light issue only shows up on Orbiter BETA.

---------- Post added 03-11-18 at 02:10 AM ---------- Previous post was 03-10-18 at 07:05 PM ----------

I'm much happier with our runway situation now that what we had is leveled, and some new runways have been added. To add all the remaining runways would take tons of time, and given that there is a +/- "global coverage" with the current runways (and I'm now adding Yokota, Otis and Myrtle Beach), I'm going to do something else.
But before I'd like to ask if there are any requests I can attend to:
Tamanrasset
Atlantic City
Hoedspruit
Amilcar Cabral
Rio Gallegos
Beja
Dover
Dyess
Elmendorf
Esenboga
Fairford
Francis Gabreski
Las Palmas
Souda
Andersen
Ascencion
Honolulu
Keflavik
Wilmington
Koln/Bonn
King Khalid
Lincoln
Monrovia
Macdill
Orlando
Mountain Home
China Lake
Cherry Point
Oceana
Cecil Field
Pearce
Skid Strip
Pease
Ellsworth
Wake Island
Wallops
Halifax
Stephenville
Nassau
Goose Bay

(don't be greedy )
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Old 03-11-2018, 03:34 AM   #1418
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Well, I would always vote for Cologne-Bonn.... its also the home of the European Astronaut Corps.

(If I should be greedy, having the Cologne Cathedral as landmark near the glidepath would be fine. )
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Old 03-11-2018, 10:45 AM   #1419
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 Well, I would always vote for Cologne-Bonn.... its also the home of the European Astronaut Corps.

(If I should be greedy, having the Cologne Cathedral as landmark near the glidepath would be fine. )
Get me a 3d model of it that we can use and I'll place it in the correct position.
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Old 03-11-2018, 11:33 AM   #1420
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 Get me a 3d model of it that we can use and I'll place it in the correct position.
Well, a good model is easy to find. Getting one with a suitable license for our work is the problem.
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Old 03-11-2018, 11:44 AM   #1421
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 Well, a good model is easy to find. Getting one with a suitable license for our work is the problem.
We still have to talk about that... I think I'd like it to be GPL, as it is on the code header, but in SourceForge it is LGPL...
Also the link in the code header doesn't work, and I don't have enough access to see if there's a way to have a (new) page for the license or whatever.
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Old 03-11-2018, 12:11 PM   #1422
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 We still have to talk about that... I think I'd like it to be GPL, as it is on the code header, but in SourceForge it is LGPL...
Also the link in the code header doesn't work, and I don't have enough access to see if there's a way to have a (new) page for the license or whatever.
Damn, there was something I wanted to do when I am back home. Which I am. Fixed it, we are GPL v2 now.

In other news: It looks like I am the last halfway active admin for the project, the others are kwan3218 and SiameseCat.

Should we get some redundancy there again? If yes, who should be promoted?
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Old 03-11-2018, 12:24 PM   #1423
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 Damn, there was something I wanted to do when I am back home. Which I am. Fixed it, we are GPL v2 now.
Thanks!
And the link in our headers? Should that be changed for the full contract? https://www.gnu.org/licenses/old-lic...pl-2.0.en.html

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Originally Posted by Urwumpe View Post
 In other news: It looks like I am the last halfway active admin for the project, the others are kwan3218 and SiameseCat.

Should we get some redundancy there again? If yes, who should be promoted?
I'm always up for a pay raise...
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Old 03-11-2018, 12:38 PM   #1424
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 Thanks!
And the link in our headers? Should that be changed for the full contract? https://www.gnu.org/licenses/old-lic...pl-2.0.en.html


I'm always up for a pay raise...
Well, we also have the GPL v2 in the Docs folder, it would be enough to refer to this.
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Old 03-11-2018, 12:40 PM   #1425
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 Well, we also have the GPL v2 in the Docs folder, it would be enough to refer to this.
Ok, after I finish the runways I'll change the headers to point people in the direction of that file.
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