Static versus AI
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  1. #1
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    Icon5 Static versus AI

    Hi All!


    This is a question for the scenery devs, repaint and flight plan experts.

    As stated in other posts I am currently working on a WWII scenery. I need to populate the field with aircraft of several bomb groups.

    is it best to:

    1. use static and AI aircraft?

    or

    2. Use solely static. (generic repaint as shown in screenie)

    or

    3. Ai only

    I know using flight plans you can set up the flight plans so the aircraft are at the field most times.

    my skills are limited as attested to by the screen shot.

    Need advice, comments, or opinions.



    This is a repaint I did by taking out the Nose Art, the id letters on the fuselage and placing the BG logo on the tail. It is a generic 307th BG the Long Rangers . They had no letters on the side.

    Come back to me.

    thanks in advance

    Joe
    Attached Thumbnails Attached Thumbnails jm f-2017-nov-7-001.jpg  

  2. #2
    I prefer to use only AI aircraft for the reason that static aircraft have pretty much the same impact as AI. People with lower end computers can turn down their AI traffic and save frame rates if you use only AI.

  3. #3
    A base really comes alive with AI traffic, especially if you set up the parking spaces so that it groups the different aircraft/squadrons into their own areas.
    And, as Ed said, static impacts about the same as AI, so it allows users to adjust performance by reducing traffic density....or increasing it after they have upgraded their system.
    It's a win/win IMHO.
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  4. #4
    A base really comes alive with AI traffic, especially if you set up the parking spaces so that it groups the different aircraft/squadrons into their own areas.
    And, as Ed said, static impacts about the same as AI, so it allows users to adjust performance by reducing traffic density....or increasing it after they have upgraded their system.
    It's a win/win IMHO.
    Sums it up. I set up small custom AI environments manually with TTools/AIFP in FSX and PD34 - some GA, some military - and have some "static" always parked (fly out and back at 3am on a Sunday) and a few doing circuits or regional flights to give the area some life. I always turn off the default traffic.bgl and never have gone for the monster AI packages others do. Keeps the frames down yet adds a lot to the immersion.
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  5. #5
    You can do both of course. If you find good static models you can repaint them and make multiple versions of them to have different serials or markings on them. AI models can also be converted to static by using SAMM, of course provided that their original developers will allow it. Then you can have the same model both as static and moving AI and mix & match.

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    Quote Originally Posted by Dimus View Post
    You can do both of course. If you find good static models you can repaint them and make multiple versions of them to have different serials or markings on them. AI models can also be converted to static by using SAMM, of course provided that their original developers will allow it. Then you can have the same model both as static and moving AI and mix & match.
    I am currently looking for AI models and practicing repainting. I am learning the ropes of working with paint kits that have layers.

    Thanks,

    Joe

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    Quote Originally Posted by expat View Post
    Sums it up. I set up small custom AI environments manually with TTools/AIFP in FSX and PD34 - some GA, some military - and have some "static" always parked (fly out and back at 3am on a Sunday) and a few doing circuits or regional flights to give the area some life. I always turn off the default traffic.bgl and never have gone for the monster AI packages others do. Keeps the frames down yet adds a lot to the immersion.
    I have used TTools before for my personal addons. I downloaded AIFP recently and have been reading up. I think that is the way I am going to go.

    Thanks,

    Joe

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    Quote Originally Posted by edakridge View Post
    I prefer to use only AI aircraft for the reason that static aircraft have pretty much the same impact as AI. People with lower end computers can turn down their AI traffic and save frame rates if you use only AI.
    That is interesting to know. I always thought that AI would have a greater impact because of the more complex models and textures.
    I need to get with the times.

    Thanks for your input.

    Joe

  9. #9
    Quote Originally Posted by jmfabio View Post
    That is interesting to know. I always thought that AI would have a greater impact because of the more complex models and textures.
    I need to get with the times.

    Thanks for your input.
    Joe
    The impact depends a lot on how that AI model was produced. Models developed specifically to be AI aircraft will, many times, be less detailed in many areas (no VC, lower poly count in the building phase and so on) so that the frame hit is minimized while still giving a decent representation of the aircraft type. With that type you can populate your airport with higher numbers and not be too concerned with the FPS hit. If you make your own AI using your current stable of aircraft (freeware or payware) you don't have the luxury of lowering the poly count so detail will be higher, initial process of eliminating unnecessary portions of the airplane is involved (deleting textures, removing panel folder, etc, etc), fps impact increases somewhat because you're using a much more detailed airplane and so populating a large area with that type of AI aircraft can be jeopardized. In that case a mix of static (low poly) and AI (high poly) is probably a better mix. JMO.
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  10. #10
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    The impact that models have is dependent upon three things:

    1) Compiler used: FSX native models have a lower impact than FS9 native models (both in terms of AI and static models).
    2) Drawcall Batching: I've had to do battle with this recently and it's actually quite a complex subject
    3) Levels of Detail (LODs).

    The first one is kind of self explanatory, but Nos. 2 and 3 interact in awkward ways and the results of both can vary. In simple terms, drawcall batching takes place when multiple models being drawn have exactly the same material applied,so if you have a number of identical models such as trucks, or buildings - or static aircraft - with exactly the same material, then they'll all be drawn as one drawcall, not however many individual drawcalls you have per model. This makes a scenery vastly better, but it's not perfect. It doesn't work with any model that has an animation block and it's the cause of the irritating problem when models vanish in front of your eyes, because while they're all drawn at once, if the object is too far away to be drawn when the drawcall takes place, FSX doesn't actually draw it. This results in floating windscreens while the rest of a model is invisible, for example.

    LODs are the other way of retaining detail while also retaining efficiency. They also have other uses (I use them to make my landing "T"s bigger when you pass them at a distance, for example) but a well LODd model will show a lot of detail when very close and you're only drawing one or two of them, then it'll show less and less detail as you move away. As an example, if you use player aircraft for AI, A2A's models you can have loads of before it becomes a problem. Aeroplane Heaven's, you can't have many at all, because while A2A use LODs, AH don't. Creating them is a huge amount of work, so not having them is far more common than having them!

    Personally, my preference would be to use specifically designed AI aircraft where possible, then use a handful of "user" aircraft as AI, then finally use statics. Statics have one use that you cannot do with AI, though. if you want to create a little diorama such as an aircraft being refuelled or rearmed, then statics are the way to go. Create the whole scene as a single MDL file and use SODE, you can even move the little diorama around at random, which is nice. I know my sceneries don't do this... yet. I'm working on it.

    Hope that's useful to you.

    Cheers,

    Ian P.

  11. #11
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    Quote Originally Posted by IanP View Post
    The impact that models have is dependent upon three things:

    1) Compiler used: FSX native models have a lower impact than FS9 native models (both in terms of AI and static models).
    2) Drawcall Batching: I've had to do battle with this recently and it's actually quite a complex subject
    3) Levels of Detail (LODs).

    The first one is kind of self explanatory, but Nos. 2 and 3 interact in awkward ways and the results of both can vary. In simple terms, drawcall batching takes place when multiple models being drawn have exactly the same material applied,so if you have a number of identical models such as trucks, or buildings - or static aircraft - with exactly the same material, then they'll all be drawn as one drawcall, not however many individual drawcalls you have per model. This makes a scenery vastly better, but it's not perfect. It doesn't work with any model that has an animation block and it's the cause of the irritating problem when models vanish in front of your eyes, because while they're all drawn at once, if the object is too far away to be drawn when the drawcall takes place, FSX doesn't actually draw it. This results in floating windscreens while the rest of a model is invisible, for example.

    LODs are the other way of retaining detail while also retaining efficiency. They also have other uses (I use them to make my landing "T"s bigger when you pass them at a distance, for example) but a well LODd model will show a lot of detail when very close and you're only drawing one or two of them, then it'll show less and less detail as you move away. As an example, if you use player aircraft for AI, A2A's models you can have loads of before it becomes a problem. Aeroplane Heaven's, you can't have many at all, because while A2A use LODs, AH don't. Creating them is a huge amount of work, so not having them is far more common than having them!

    Personally, my preference would be to use specifically designed AI aircraft where possible, then use a handful of "user" aircraft as AI, then finally use statics. Statics have one use that you cannot do with AI, though. if you want to create a little diorama such as an aircraft being refuelled or rearmed, then statics are the way to go. Create the whole scene as a single MDL file and use SODE, you can even move the little diorama around at random, which is nice. I know my sceneries don't do this... yet. I'm working on it.

    Hope that's useful to you.

    Cheers,

    Ian P.
    Thanks for the info Ian,

    Most of that is way over my head and w-a-y beyond my skills. I prefer statics for exactly the reason you stated to make dioramas.

    I am presently trying to repaint a John Young AI B-24. Never having worked with layers and alphas is new to me, but I am muddling through. I should be able to see what it looks like in a couple of days.

    Thanks,

    Joe

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