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FSXA LOD problems

  • Do you have volume shading enabled for the materials?

No.

And it's actually nothing more than a cylinder with one half deleted and the other one deformed to make the grass cover. Do you think this might be an issue?
 
And it's actually nothing more than a cylinder with one half deleted and the other one deformed to make the grass cover. Do you think this might be an issue?

That sounds like it should not give any issues. I am afraid I have run out of ideas by now :).
 
That sounds like it should not give any issues. I am afraid I have run out of ideas by now :).

Well, me too.

Is there a database here for abandoned projects?
I'd just throw the source files in there for someone else to figure out this stuff and finish up the models.
 
Okay, problem solved. Seems like the model didn't like its night textures or bump map or something. I reset the materials and added only the diffuse texture et voilà...fixed.



And since I cut down the hangar's polycount to 3000 for the open one and ~1400 for the closed one I'll just leave the LODs out. Except of course the performance on final gets abyssimal, then I might rethink things. :)
 
Hmmmm .. doesn't really make sense ... but if it's fixed.

So long as you don;t have too many objects the sim wll easily cope with that many polys. You probably wouldn;t want a large airport with that many objects.
 
So long as you don;t have too many objects the sim wll easily cope with that many polys. You probably wouldn;t want a large airport with that many objects.

The HASs are intended for use on military aiports and thus, there's always at least 20 of 'em around.
 
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