I think EECH shouldn't be to high with the requirements (and wouldn't be as long as we use the current engine), but we also have to consider that, if we would like to go further with EECH, some things may need more processing power.
This was the same for BMS and the reason I upgraded my hardware now, after many years of also using an relatively ancient system.
The drawback of this is, that some older sims I still loved, aren't able to run at those systems anymore. That's why I also have built a retro system, out of the old hardware I could never part
I think we must do a decision how we would like to go on with EECH. If we want to stay in the system requirements EECH allways had, then in my opinion we should stay with 1.15.4, fix the bugs and maybe do some little more cosmetics to it.
But if we want to upgrade EECH, so that some more guys will come back again, we also will need to make some more system intense changes. I never was a great supporter of this, as you could see in all the posts I had done the last years, but now if it is only a matter of lower FPS with older machines, i think we have to accept this circumstance as long as decent machines could run it.
Maybe someone else will post his opinion about this. I'm no coder and I have really no clue about the rest of the limitations the engine of 1.16 gives us in terms of 3D complexity and if it is even possible to make much more complex 3D models with EECH.
Please make a statement to this guys! I don't want to make a lot of work just for the trash can
Don't know Banita. That's why I asked for opinion of some more advanced guys here.
As said I will take a look if there is any way to reduce the complexity of the models which are made with TK. My motivation was to get some more guys working at EECH this way, so that we don't have to make all things alone. TK could have been an easy way to make some things needed, by people who aren't really skilled in 3D (the same like I am) also. For coding I don't know anything, or any software that helps making things easier, I've always searched for something like this, cause I also wanted to help with this as far as I could.
At the moment only four guys are working at it, as far as I know. Messyhead, Javelin, you and I. Everyone of us has also a real life and there is also the fact that only two of us are able to do coding. I also would like to see a more advanced EECH, but I have the fear we would come to the same point again, as two years ago, if we couldn't get more guys working at it.
And of course I also thought, that the new parts are really nice looking and could be a real advance for the cockpits, especially you don't need as much time to create them as with the old fashioned way.
"13800 polygons I don't think my KA-50 was so much less polys, but I have to check this again." ka50 has 3500 polys. FULL cockpit Not only front panel. full apache cockpit gunner and pilot less than 10k polys. mi24 ~ dont remember 10kor 13k max. viper i think less than 5k polys. This cockpits is masterpiece . Every developer can do cockpit with 150 mln polys. Why noone do this?Because is only waste fps and cpu. You cant see diference between cockpit 15k polys and 150k polys.optimized cockpit is the most important thing in the simulator, because you can save fps for other things.Ask Ihawk on bms forum, He will explain it great.you want to make a cockpit in a 3d printing program, sure, its your choice, you can even make this cockpit in excel but does it make sense? I do not know, good luck anyway.
I will look what I can do to reduce more polys. I also made a mistake to expand the surfaces from 24 to 60 for every tube, ball, circle in TK, to get the shape more round. I always did this for printed parts and it's a mechanism I always do before using a round shape in TK.
I hope I can revert this, cause this alone must be a bunch of polys. But if the objects merged together there is no option to make this retrogressive.
At the moment I have no desire to start from scratch again. Maybe I can fix it with the use of a 3D software or I will redo the whole pit (and maybe use the good old fashioned way), but not now. I hate to do things twice
In the surface properties, you can switch on smoothing. So even if it's low poly, you can smooth them to make it look more round
Ah, yes now as you told this, I could remember it. Oh man, I'm getting real old now. It's only two years ago, but too much things happened between
I think, after all, that it's better, if I noticed it now, than you did the whole cockpit, and then the problems would start. frown maybe try gunner cockpit...
Yes I could start with the gunner pit. That's a good idea. This way I have something new to work at. I really hate nothing more than doing any work twice. Never liked this, since I could remember. There must be a break between.