Rotornut44
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Do any of you remember Limberlost Ranch from FSX & P3D? It's a little airstrip on a hill that was covered by ORBX's Blue Canyon scenery. It wasn't super detailed, just a basic hangar, fence, some clutter and a small ground-poly.
Screenshot from ORBX's version taken in Prepar3D with the Milviz (Black Bird) Beaver. >>> Screenshot of my WIP in MSFS with the Milviz (Black Bird) Beaver + Got Friends 40th Mod.
I always enjoyed the challenge of flying into that airstrip and I have missed it so much that I decided to take it upon myself to build a version for MSFS that will blow the FSX & P3D version out of the water.
The airstrip is located 3.5 NM (6.5 KM) to the West-Southwest of the town of Rough and Ready in California (Yes, that's actually the town name - No, there is not a saloon - Yes, I am slightly disappointed), immediately South of Lake Wildwood, and ~10 NM (20 KM) to the Northeast of Beale AFB.
Or alternatively, instead of reading all of this and trying to put it together in your head - you could have also looked at this map...
www.google.com
However, since you read the other part first, we'll just call it a supplemental resource.
Anyways...
My goal, as always is to push the bounds of my current skillset and create something quite detailed. I am planning to do interiors for nearly all of the buildings, my usual suite of dynamic objects & effects, some WWISE audio, and more TBD.
This seems like a good segue into talking a bit about the models I currently have made...
Ground Poly
Limberlost Ranch has a short stretch of asphalt on the hill above the grass runway. I have opted to not go the Projected Mesh route, but to use a FSX/P3D style groundpoly object which has been manually formed to the ground, sloping downhill a decent bit at the end. I went this direction because I was not happy with the resolution achievable by a Projected Mesh in this area. Somewhat satisfactory results were given when the terrain resolution slider was maxed out, but with the limitations of ground detail textures and the fact that high terrain detail settings tank performance, it was just not worth it. And while adjusting every vert is a pain, being a smaller area, it only took a few hours to do.
The ground poly (currently) uses a single 8k PBR texture sheet painted with Substance Painter. It does utilize LODs to cull the memory load, but I am also considering breaking it up into smaller texture sheets just to make it easier to load. Though, this means I will pretty much have to redo all of the textures, so I'm back and forth on it at the moment. Moving forward though, I will be breaking things up more as the sim seems to handle more texture drawcalls better than a single heavy 8k texture.
Animated Hangar
The Hangar at Limberlost Ranch was actually the first model I completed in the scenery, and it has already been through several revisions since then. Much like with my recently released Forwood Farm scenery, the hangar door is animated and user controllable. Currently, I'm using a trigger system Worldscript to achieve this, but due to some sim limitations, I am currently looking into a better method. However, until I can figure my way through that non-documented mess (or if I can get it working at all), it will continue to use the current system.
The interior and exterior of the Hangar also features night lighting with all emissives now casting light bloom when that option is toggled on in the sim's settings. Now, this isnt any groundbreaking tech or anything. I just never thought to edit the model files to bump up the emissivefactor until recently... (It's not currently supported by the official Blender Exporter)
Although it is pretty bare-bones at the moment, the hangar will be getting some clutter to fill it out some, but that will come much later down the line.
Poolside
It is a bit on it's own right now - kinda sticking out like a sore thumb, but the Pool has to be one of my favorite models that I've created so far. This one was a struggle to do initially, because I wasn't quite sure how I was going to handle depth and I didn't want to make it shallow like most pools are in other addons. So, I made a compromise. As I was playing with parallax for Forwood at the time, I had a big brain moment and decided to try parallax for the pool. I'm not going to lie, it took a lot of jank and tweaking to get it to look halfway decent, but the result is that the pool actually feels like it has some depth to it and the drains in the bottom of the pool will move as the camera gets near or further away from the edge of the pool, so it doesn't just feel static.
For this reason, I also decided against doing any sort of waves/ripples normal map as I personally think it takes away from the experience when something is static like that. So, I went with a calm, glassy look. Though, I did bake a bit of caustics into the parallax just to break things up a bit, even if it is a bit of a contradiction to my prior statement.
I also have some additional dynamic features planned for around the pool, but I'm keeping those to myself for now!
The House
Last but not least is the model for the Ranch House. This one is still very early on in the modeling process, so there's not a lot to show right now, but it is being worked on.
I am planning a nearly full interior based on Real Estate photos from a few years back, but other than that, who knows just how far down the rabbit hole we will go with this model.
Until then, enjoy the above photo of where I will put my door mat when I get around to inserting another box into the scene...
Oh, yea. And I almost forgot about the photos below as well.
Until next time!
Screenshot from ORBX's version taken in Prepar3D with the Milviz (Black Bird) Beaver. >>> Screenshot of my WIP in MSFS with the Milviz (Black Bird) Beaver + Got Friends 40th Mod.
I always enjoyed the challenge of flying into that airstrip and I have missed it so much that I decided to take it upon myself to build a version for MSFS that will blow the FSX & P3D version out of the water.
The airstrip is located 3.5 NM (6.5 KM) to the West-Southwest of the town of Rough and Ready in California (Yes, that's actually the town name - No, there is not a saloon - Yes, I am slightly disappointed), immediately South of Lake Wildwood, and ~10 NM (20 KM) to the Northeast of Beale AFB.
Or alternatively, instead of reading all of this and trying to put it together in your head - you could have also looked at this map...
Google Maps
Find local businesses, view maps and get driving directions in Google Maps.
However, since you read the other part first, we'll just call it a supplemental resource.
Anyways...
My goal, as always is to push the bounds of my current skillset and create something quite detailed. I am planning to do interiors for nearly all of the buildings, my usual suite of dynamic objects & effects, some WWISE audio, and more TBD.
This seems like a good segue into talking a bit about the models I currently have made...
Limberlost Ranch has a short stretch of asphalt on the hill above the grass runway. I have opted to not go the Projected Mesh route, but to use a FSX/P3D style groundpoly object which has been manually formed to the ground, sloping downhill a decent bit at the end. I went this direction because I was not happy with the resolution achievable by a Projected Mesh in this area. Somewhat satisfactory results were given when the terrain resolution slider was maxed out, but with the limitations of ground detail textures and the fact that high terrain detail settings tank performance, it was just not worth it. And while adjusting every vert is a pain, being a smaller area, it only took a few hours to do.
The ground poly (currently) uses a single 8k PBR texture sheet painted with Substance Painter. It does utilize LODs to cull the memory load, but I am also considering breaking it up into smaller texture sheets just to make it easier to load. Though, this means I will pretty much have to redo all of the textures, so I'm back and forth on it at the moment. Moving forward though, I will be breaking things up more as the sim seems to handle more texture drawcalls better than a single heavy 8k texture.
The Hangar at Limberlost Ranch was actually the first model I completed in the scenery, and it has already been through several revisions since then. Much like with my recently released Forwood Farm scenery, the hangar door is animated and user controllable. Currently, I'm using a trigger system Worldscript to achieve this, but due to some sim limitations, I am currently looking into a better method. However, until I can figure my way through that non-documented mess (or if I can get it working at all), it will continue to use the current system.
The interior and exterior of the Hangar also features night lighting with all emissives now casting light bloom when that option is toggled on in the sim's settings. Now, this isnt any groundbreaking tech or anything. I just never thought to edit the model files to bump up the emissivefactor until recently... (It's not currently supported by the official Blender Exporter)
Although it is pretty bare-bones at the moment, the hangar will be getting some clutter to fill it out some, but that will come much later down the line.
It is a bit on it's own right now - kinda sticking out like a sore thumb, but the Pool has to be one of my favorite models that I've created so far. This one was a struggle to do initially, because I wasn't quite sure how I was going to handle depth and I didn't want to make it shallow like most pools are in other addons. So, I made a compromise. As I was playing with parallax for Forwood at the time, I had a big brain moment and decided to try parallax for the pool. I'm not going to lie, it took a lot of jank and tweaking to get it to look halfway decent, but the result is that the pool actually feels like it has some depth to it and the drains in the bottom of the pool will move as the camera gets near or further away from the edge of the pool, so it doesn't just feel static.
For this reason, I also decided against doing any sort of waves/ripples normal map as I personally think it takes away from the experience when something is static like that. So, I went with a calm, glassy look. Though, I did bake a bit of caustics into the parallax just to break things up a bit, even if it is a bit of a contradiction to my prior statement.
I also have some additional dynamic features planned for around the pool, but I'm keeping those to myself for now!
The House
Last but not least is the model for the Ranch House. This one is still very early on in the modeling process, so there's not a lot to show right now, but it is being worked on.
I am planning a nearly full interior based on Real Estate photos from a few years back, but other than that, who knows just how far down the rabbit hole we will go with this model.
Until then, enjoy the above photo of where I will put my door mat when I get around to inserting another box into the scene...
Oh, yea. And I almost forgot about the photos below as well.
Until next time!
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