the new KORD V2. Give me a break on the 4k texture BS. Its not even HD
I don't know what you are talking about. Most of the scenery textures are 2K, and the underlying background is 8K divided 4K textures arranged in a 2x2 format. This is not really open to debate, and everybody can see how good it looks like.
. Floating buildings he blames on LM and says there is nothing he could do. Then he releases an update all of a sudden that fixes it.
Are you trying to say we should't have released a fix which
SIDESTEPS a bug in the sim, and forced you to wait for LM fix, just to prove the point we were right it was their bug to fix ? Do you even understand HOW the fix works ? I'll repeat it again, you won't probably want to listen, but one never lose hope...
- The bug in the sim can only affect sceneries made in PBR, using the .BGL format. Not all of them, of course and obviously not in all situations.
- The bug in the sim can be fixed by converting the object as a Simobject, which is how we always used to do all our sceneries before. Simobjects can cause a pause when their are loaded, that's why we wanted to use .BGL for the big part of the scenery for this one, so users could stop saying "FSDT sceneries stutters". If we made the scenery like KMEM, for example, nobody would have noticed this bug, ever.
- We converted the T5 object from .BGL to a Simobject, and sidestepped the bug, which is still there.
- The bug will be fixed by LM. When they'll release the fix, we'll update the T5 again back to the .BGL format, because the less Simobjects there are, the smoother the scenery loads, since .BGL files are pre-loaded before startup and loaded in the background, without causing a pause
Soooooo why did he release KORD like that in the first place if he could have fixed it before release?
For the obvious reason we couldn't replicate the bug in ANY way.
We could only replicate it on the detailed part of the T5, which was already released a Simobject in the initial release. We couldn't see anything wrong in the low-detail object, so we left it as a .BGL and after user reported problems with it, we just convert it to a Simobject, like the detailed part.