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In case the RSK material for the REFLEX XTR2 scenery shall provide the common base for derivations, it is essential that this one is built with some additional, rather unusual efforts.

Some extra attention should be paid to:

a) Primitive types
The common primitive type for all simulators generally is ‘triangle’ (polygon).
So it’s best to work with these only.
Note: SDU V2.10.4 and newer additionally supports parallelograms. These automatically get triangulated where necessary.

b) Crash behavior
XTR works fine with two-sided collision surfaces. In other simulators, you may get strange ‘explosive’ effects when touching such surfaces from behind. So it’s best to use single-sided surfaces only.
(This implies the drawback that most of the objects have to be modeled more precisely, resulting in a significantly higher number of polygons as usual...)

c) Object Outlines
In XTR it is common to use alpha masks to fine control the crash behaviour near the object outlines. This concept does not work for Aerofly or Heli-X. These only use the alpha channels to control the visibility of the objects. The crash behaviour does not get affected here.
This means, any relevant object outlines must be designed in greater detail to get the desired behaviour when reusing the model for other simulators.

 

SDU Workflow - RSK