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Panama Red

Ground Object Density settings ?

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The SF2 manual says this for Ground Object Density:

 

+ Ground Objects Density Controls how many objects (such as trees and buildings) appear on the ground. Low: Only important ground targets and buildings are displayed. Medium: Some trees and non-mission critical buildings also appear. High: All trees and buildings appear on the ground.

 

Unfortunately it does not say anything about Unlimited !!!!

 

So my question is, what is the difference betweenGround Object Density High and Ground Object Density Unlimited ???

 

Thanks

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the distance at which .TOD objects (trees and those indestructable box houses) show at, default for HIGH is 3 tiles, for Unlimited it's 4 tiles, it's not strictly related to the visibility of "target type" objects (meaning: hangars, barracks, sam sites etc), which have their own mesh visibility settings set via recpective ini settings, one with mid-range system can easily double the values without sacrifying performance, from my experience 12 is the maximun allowable that doesn't result in possible crash to desktop at 70% mission loading; take into consideration that it's very depending of terrain in use and mods applied, as stock ones have small amounts of trees and houses placed per tile, custom ones may have dense coverage (Green Hell2, Formosa repaint etc.)

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stary:

So what you are saying, is that this setting is equal to the "DetailMeshSize" ???

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from my experience, yes, the targets display distance is defined by object detail IIRC

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Unlimited also gives you all the game-generated parked aircraft, whereas anthying lower may not, or much sparser populating, regardless of PrakingChance= in airfield data inis

 

wrench

kevin stein

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the parked aircrafts are also controlled by misssion editor, you can even disable them at all regardless of graphics settings

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