[WIP] Joint Forces Air Race 1944 (JFAR) for P3D

roger-wilco-66

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Staff member
Hi,

two years ago - while working on the Solomon 1943 scenario and other projects - I made a fictive, primitve little island where I freely could test new (to me) scenery design methods without penetrating existing scenery designs. The scenery evolved more and more though, and about half a year or so I decided to make it a spin off of the Solomons.

To give that scenery a sense and name I called it JFAR 1944 - Joint Forces Air Race 1944. It is assumed that this is a rear airfield, which is used as transit point between Espiritu Santo and Guadalcanal and is located at an exisiting island group half way in between, replacing an exisiting island (I did that because of real weather conditions, which are prominent over islands in the tropics).
The air race thing came into my mind because the scenery is built for low level flying with a lot of eye candy around the shores - historically I figured that it was used by all forces (hence joint forces) and, because of the boring duty, the pilots set up a race course around the airfield and challenge each other as well as those who are in transit to have some rat racing fun around the airfield.

It is a completely fictive, and everything designed manually - from the mesh to the hand painted photoreal ground textures. Many landscape objects like cliffs, rocks, hills or mountains are designed an 3dsmax. With the next big Solomon update in mind - which will incorporate the techniques I worked out for JFAR - I also designed a huge load of replacement or new scenery objects.

The scenery is maybe at 70% of development, possibly three more months to go. Careful guess of course.
Most probably it will be P3D only, because of native P3D objects as well as a terrain design that needs the hardware tesselation of P3D. I also don't think it would run well on FSX because of the massive complexitivity.

Right now I work on the sloped runways of "Boyington Field" (two runways, the fighter strip is dented in the middle, the bomber strip is bulged), a drainage system that keeps the runways from being flooded, and some horticultural stuff that I'll use for mass deployment or very large vegetation sets.

I'll post some progress screenshots now and then in this thread.

Cheers,
Mark

JFAR-boyington-field4.png


JFAR-boyington-field13-sunrise.png


JFAR-boyington-field6.png


jfar-field-hospital-insim3.png
 
Simply fantastic Mark. What a jewel the enjoyment of flying. . Looking forward to the release.
 
Amazing work Mark! Really inspiring!

Is there a specific method you follow for modelling sloped runways? I know this is not an easy to answer question for FSX, just wondering if P3D offers more possibilities. My home field, Tatoi, features a markedly sloped runway and in my FSX version I had to flatten it and work hard on the mesh around it to avoid plateaus and cliffs.
 
Thanks, Dimus.

Since I'm in control of the mesh (DEM) using the Daylon Leveller application I basically can shape the landscape around it to avoid the effects you mentioned. The rest, or the fine adjustment, is done with flatten polygons. I think this is straight forward to both FSX as well as P3D. P3D offers a more refined mesh look because of the terrain tesselation though, and if you adjust large 3D elements - like cliffs , rocks or large patches of vegetation with absolute Z values - so they match with the mesh they might look unadjusted in FSX.

There are two problems with that approach, as far as I can see: the user has to stay within certain mesh resolutions inside the simulation to make it look as it was intended, and AFCAD elements are problematic, because some of them need a flat surface, like runways. I try to overcome that by using a shorter, intentionally flat part of the scenery runway for the AFCAD definition. Also the runway properties (asphalt, concrete...) could be problematic, but not in my scenery here, which is dirt anyhow. I hope LM hears our calls to offer mesh clinging or adjustable runways in the future!

Cheers,
Mark
 
Great insights Mark. Thanks!

I have only used flatten polygons so far to smooth the area around runways.

In my latest scenery, Tandragee, I had a photoreal background of the gravel runway and I left the mesh as it was. It so shows the correct uneven surface of the real one. The problem is that there is no real AFCAD, just starting positions, so no AI can use the airport. I liked your idea of a small flat part just to create the runway and form the basis of an AFCAD.

Lots of things to learn yet.
 
I had a busy week with the project so far and as a small interlude turned to some 3d work on ships and harbor / shore installations. Made a seaplane base, a small cargo pier, and a PT boat base. This will enventually go to the Solomons as the "Todd City" Navy base on Rendova / Lumbaria island, where JF Kennedy was stationed with his PT 109.

A few impressions:

jfar-pt-boat-base3.png


jfar-pt-boat-base5.png


JFAR-seaplane-base.png


jfar-cargo-pier2.png
 
And worked on the bump mapping of some ships, I think I finally have the right parameters (I like the effect to be rather subtle):

JFAR-LST-bumpmap.png


jfar-cargo-7a.png


jfar-cargo-8a.png


jfar-aux-cr-aircraft2.png
 
Outstanding work Mark. Those PT boats look just as good as the payware deltasim PT boat. Will they be AI or just static?
Either way really looking forward to the updated Solomons package.

Joe
 
Thanks! There will be AI versions of most of the boats / ships. I want to release a shipping package with JFAR that I make with AIBTC, and I also will have a look in a small application called "LivingWorld", where you also can move tanks, trucks and other things around. I want to find out if and how it works with P3D.

Cheers,
Mark
 
Back to Boyington Airfield: explored the compound scatter function of 3dsmax for mass deployment of grass / bushes (nice and easy!) and reworked some of my old Solomon revetments with bump maps:

(ignore the blurry ground texture, this is one of my next challenges: textured ground polygons with bump maps!)



JFAR-airfield-compound-scatter-grass.png


jfar-earth-revetment.png


jfar-coral-stone-revetment.png


jfar-dark-earth-revetment2.png
 
Worked over the east end of the runway. Note the drainage system (with bridge on the taxiway, on the right). FPS are becoming a concern now. Unlike FSX, where the pure vertice count mattered, in P3D the shadowing is taking it's tolls. I'm at a point where I get less than 30fps with that complex scenery (99 lines / 177 polys / 370 static objects, some of them with a very high vertex count) as well as stutters when a better shadowing config is chosen. Reducing shadowing a bit puts the fps in the 40-50 fps range again, without stuttering. I'm quite sure the Nvidia GTX 660 is the bottleneck here. Time for an upgrade, I guess.


JFAR-boyington-field15-east-side.png
 
We're just keeping Mark on a short, stout chain. We do, however, feed him regularly! Nice stuff, Mark, really first rate as usual.:encouragement:
 
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