1.) Runway Contaminant
To make this subordinate texture type useful for training tasks instead of as a simple visual enhancement, a correlated material coded texture must also be available to support braking and other vehicle dynamics as well as proper sensor presentation. Is there any plan to support this correlated subordinate texture type?
2.) Branch of Service
What subordinate texture skin mechanism is used to differentiate the appearance of a vehicle painted for a specific armed service? For instance, how would one depict the color, paint, and marking differences between a US MV and CV 22 aircraft? It would seem that no combination of the defined Uniform, Camouflage, or Airline selector descriptions is appropriate, although Uniform would seem the logical choice if the codes weren’t color based.
3.) Detail Texture
I believe this subordinate texture type needs more definition to fully describe its format since many different approaches are available to represent detail texture. As it stands in the 3.1 proposal, I believe it is equally unclear in definition as the deprecated 3.0 Bump Map which was replaced with the more specific Tangent-Space Normal Map definition.