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In a project for a region I'm working on I'm in the stage of put in the last details and I've got some quite accurate population density data to be resampled to fsx. (Yes, I know it is just he icing on the cake... but... anyway... some of us think that's important too...)
The value for FSX is a percentage value between 0% and 100%. I've searched a bit but can't find any reccomendations for a common or reccomended way to classify the density for use in fsx.
I have data for persons per square km, and also the number of people living there (and also even down through 500m, 250m and below, but I guess the 1000m is the best LOD/accuracy match).
The data also contains a palette index from 0-5 grouping the sizes in some uneven ranges like
I would like to avoid having extreme traffic or boat activity in a small village, but I'd like to have some boats on lakes where there's small towns.. -And if I used the full range and gave it a percentage for the full range between 0-5000 this would end up with the most of the region below 2% even for local towns. And usually such places may have some leasure boat traffic...
My intentional idea was to group it based on some scale like this:
- below 200 / km2: the actual percentage, but from 0% to 70%
- below 500 / km2: for the scale between 70% to 80%
- below 5000 / km2: for the scale between 80% to 90%
- above 5000 / km2: for the scale between 90% to 99%
I see in the sdk that the WaterClass has some depth-ranges like 0-5m, 5-x ... and up to 80m and deeper, where it stops. This may indicate that such an accuracy may be good enough for the population density(?)
And looking on the populationdensity.bgl in fsx it ssems like they use something similar too. But there's no more information on this.
PS! Forgive me for my long post and if this is the wrong forum. Maybe it's more of a Landclass or LivingWorld... but that seems to be focused on AI, ...and this is related to the resample sdk. So I was hoping this was an appropriate plase to ask.
The value for FSX is a percentage value between 0% and 100%. I've searched a bit but can't find any reccomendations for a common or reccomended way to classify the density for use in fsx.
Are there any reccomended ranges for the size or range-values to use for the PopulationDensity?
I have data for persons per square km, and also the number of people living there (and also even down through 500m, 250m and below, but I guess the 1000m is the best LOD/accuracy match).
The data also contains a palette index from 0-5 grouping the sizes in some uneven ranges like
0-4, 5-19, 20-199, 200-499, 500-5000, and 5000+.
Is this a common standard? And is this maybe a good way of grouping?I would like to avoid having extreme traffic or boat activity in a small village, but I'd like to have some boats on lakes where there's small towns.. -And if I used the full range and gave it a percentage for the full range between 0-5000 this would end up with the most of the region below 2% even for local towns. And usually such places may have some leasure boat traffic...
My intentional idea was to group it based on some scale like this:
- below 200 / km2: the actual percentage, but from 0% to 70%
- below 500 / km2: for the scale between 70% to 80%
- below 5000 / km2: for the scale between 80% to 90%
- above 5000 / km2: for the scale between 90% to 99%
I see in the sdk that the WaterClass has some depth-ranges like 0-5m, 5-x ... and up to 80m and deeper, where it stops. This may indicate that such an accuracy may be good enough for the population density(?)
And looking on the populationdensity.bgl in fsx it ssems like they use something similar too. But there's no more information on this.
Is there someone out there that has made some reccomendations in a forum post or a whitepaper?
Has some of the products like Orbx or Scenery-tech established a standard we could follow to ensure consitensy? And so user don't have to adjust their sliders depending on the product they have running.
Do some of you have any thoughts on this matter?
(Or even the solution ;-) ...or just want to discuss the concept?)
Has some of the products like Orbx or Scenery-tech established a standard we could follow to ensure consitensy? And so user don't have to adjust their sliders depending on the product they have running.
Do some of you have any thoughts on this matter?
(Or even the solution ;-) ...or just want to discuss the concept?)
PS! Forgive me for my long post and if this is the wrong forum. Maybe it's more of a Landclass or LivingWorld... but that seems to be focused on AI, ...and this is related to the resample sdk. So I was hoping this was an appropriate plase to ask.



