Skip to content
View in the app

A better way to browse. Learn more.

The AVSIM Community

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Water in V2

Featured Replies

I expected the water to look at least as good as it does in P3d 1.4. It doesn't. Sure it has waves, but for the most part, when flying at anything above a skim or a hover, the water surface looks, well, it looks like Noel's screen captures in this thread. And that's if you set tessellation to ultra and mesh to 1 m.

 

Of course, I didn't expect the water to look like it does in BF4. I just posted that to demonstrate that there aren't any programming limitations that block the creation of more realistic water depictions.

 

Anyway, back to checking out the water issues. If the wind is such that the water motion is just a gentle swell, float planes and the LM-supplied submersible bob up and down properly with the swell. It's only when you try higher wind speeds, that the motion becomes unnatural. It almost looks as if there is an artificial limit imposed through coding, on the amount that the CG of any floating vehicle can move with water motion.

 

It will also be interesting to see whether the REX Direct 4 textures will improve matters. It's very possible that textures designed expressly to work under DX11 will solve some of the issues. And there are issues with water in P3d2. LM has stated so on their official message board. The issues aren't bugs, but rather that 2.0 was the first shot at incorporating water animations under DX11. They'll get it optimized soon enough.

I ramped the wind speeds to gale force just to try it. I agree that the results were an anticlimax.

 

I have been trying to find out what the issues are that people are having with the water. By doing so, a few things have been revealed. The pictures that Noël posted for example, were so different from the ones I posted, that something else had to be playing a part. If they were the same then why, could have been discussed.

 

Backing up statements with pictures helps everyone. The water effects need some work for sure. I think LM have given the world water and will be leaving the finer details of textures to the experts. I will simply settle for the water to look as close to real life as it can get. Just like the clouds. :)

 

  • Replies 109
  • Views 23k
  • Created
  • Last Reply

Top Posters In This Topic

Posted Images

I have nothing else installed and the default water is what is questionable, especially at low altitude

It's only when you try higher wind speeds, that the motion becomes unnatural. It almost looks as if there is an artificial limit imposed through coding, on the amount that the CG of any floating vehicle can move with water motion.

 

Which is why I made the point that I think LM slipped up by not supplying new default OceanHeight20FieldLayer*.dds texttures, The ones supplied are the default old FSX files (date same), so from the start, even with nothing else installed, things look poor.

 

Again, the float planes we have now are coded to handle the limited swells in FSX ( so keep the wind low for the time being). Devs are going to have to recode vehicle responses to the larger, tessellated and moving surface topography in P3D, though I must say that having a float plane out on open water in 50kt winds with the size of swell already simulated would be a bit of a non-no in real life anyhow, and landing takeoff in those swells would be just plain crazy.

 

As far as other faults with the water that LM are probably fixing, from what I see are the lack of white wave crests a high wind speed, no coastal wave-breaks, and the clash between 2D wake effects - textures and the new 3D wave topography. Wave size can also probably be adjusted up a bit (I see there is an .xml wave controller file in effects directory that also looks a bit dated, I have to play around with parameters in there sometime - tinkerer at heart I am).

 

As far as I can see it, you now have a moving target (3D dynamic water topography), that some of these effects are going to have to stick to and move with. Water effects are basically going to have to have their own tessellation to become 3D, an equal to a subset of the local water surface tessellation to fit nicely! Not easy to do, but computer boffs these days pull off amazing effects.

 

Would not surprise me if some genius comes up with a way to make the waves change shape along coastlines to literally form breakers! Surfboard simulation here we come, to the tune of 'Ride of the Valkyries" with your Huey parked on the beach!

 

Rob

Robin Harris
 

  • Author

Would not surprise me if some genius comes up with a way to make the waves change shape along coastlines to literally form breakers! Surfboard simulation here we come, to the tune of 'Ride of the Valkyries" with your Huey parked on the beach!

 

Rob

It's pretty amazing what bright spark developers come up with sometimes. Now that LM has opened up more of the core for developers to tinker with, I'm pretty sure that we're in for some ingenious creations in the next year or two

Tinker on, geolpilot! :biggrin: You might actually fix the P3d2 water before LM does. 

 

 

though I must say that having a float plane out on open water in 50kt winds with the size of swell already simulated would be a bit of a non-no in real life anyhow, and landing takeoff in those swells would be just plain crazy.

 

 

As far as I'm concerned, that scenario ain't gonna happen for me in any flight sim. However, P3d2 is a training product. I can't imagine that someone isn't going to use not so much to train people on float planes and float-equipped helicopters in 50 Kt swells, but rather P3d2 might be used to get realistic deck pitching for aircraft carriers. Carriers obviously have a larger mass and hence the CG doesn't move as much or as quickly, but it seems like it would be worthwhile in the long to run to make this scenario as realistic as possible. Unfortunately, carrier ops are pretty limited in P3d2. You really need FSX Acceleration. combined with VRS TacPack to get the full experience. Of course, I only have the Pro version of P3d2, not Pro Plus.

 

 

 

 


Which is why I made the point that I think LM slipped up by not supplying new default OceanHeight20FieldLayer*.dds texttures, The ones supplied are the default old FSX files (date same), so from the start, even with nothing else installed, things look poor.

 

I wonder if REX 4 textures will rectify this issue on there own?

Intel i7 10700K | Asus Maximus XII Hero | Asus TUF RTX 3090 | 32GB HyperX Fury 3200 DDR4 | 1TB Samsung M.2 (W11) | 2TB Samsung M.2 (MSFS2020) | Arctic Liquid Freezer II 280mm AIO | 43" Samsung Q90B | 27" Asus Monitor

 

 


I wonder if REX 4 textures will rectify this issue on there own?

 

Be interesting to see if REX make a P3Dvs compatible version of REX4.0, and if they are aware of this what they do bring out (separate texture sets maybe for FSX and P3D?). Are you getting REX4.0? If so let us know what you see!

 

 I have REX Essential OD - is there an upgrade offer to 4.0?. Must say I am very happy here with ASN.

Robin Harris
 

If you don't think the water looks real and it looks like a mirror... Just look how the real world looks. Scroll to 1:25. http://sploid.gizmodo.com/what-its-like-to-fly-a-fighter-jet-1476944216/@caseychan

 

I don't think a huge aircraft manufacturer would want to depict unreal water. The way the clouds mirror in the water is very realistic.

 

Just out of curiosity what is this? I noticed it's completely retractable..  

 

lHHdm6g.jpg

ASUS ROG STRIX Z390-E GAMING / i9-9900k @ 4.7 all cores w/ NOCTUA NH-D15S / 2080ti / 32GB G.Skill 3200 RIPJAWS / 1TB Evo SSD / 500GB Evo SSD /  2x 3TB HDD / CORSAIR CRYSTAL 570X / IPSG 850W 80+ PLATINUM / Dual 4k Monitors 

 

 


I have been trying to find out what the issues are that people are having with the water. By doing so, a few things have been revealed. The pictures that Noël posted for example, were so different from the ones I posted, that something else had to be playing a part. If they were the same then why, could have been discussed.

 

You make a very valid point with regards to the pictures and I had not realised that you had managed to copy the exact same position. But WHY are the colours so different (and sky colours)? Is it a seasonal difference I am seeing here? I do note that the sun seems to be in a similar position. I noted also that Noel is using (I assume), Orbx world textures. But such a difference with the sky and ocean textures?

You make a very valid point with regards to the pictures and I had not realised that you had managed to copy the exact same position. But WHY are the colours so different (and sky colours)? Is it a seasonal difference I am seeing here? I do note that the sun seems to be in a similar position. I noted also that Noel is using (I assume), Orbx world textures. But such a difference with the sky and ocean textures?

For the sun to be in that position the date had to be set to around this time of year. I set the date to his post and that worked.

 

On his pictures the coordinates were visible so it was easy. My system is pure default regarding textures. I'm not certain which you like best, but I know which set looks real and which set has jaundice :)

It's only my 2 cents however it's one of the pitfalls of grabbing P3DV2 hot off the press.  It was the same with FSX.  It has taken years to get FSX looking great.  I will pick up P3DV2 once a handful of service packs have been released and all of our wonderful developers have there software up to speed with the new platform.

 

Until then, yes, the water looks strange but hopefully LM will fix with updates along with every other developer out there.

 

For me, P3DV2 is a Q4 2014 purchase for me.

 

Cheers.

jaseman007_1_Avsimf2ba0.jpg

Just out of curiosity what is this? I noticed it's completely retractable..  

 

 

 

The MiG-31 has a periscope for the backseater, so he can see in front of him. Pretty nifty.

You can see it here: http://3.bp.blogspot.com/-l9docBQoe0Q/UNxvUi29SaI/AAAAAAAAM6s/KH6ddSh3W80/s1600/MIG-31+AGUA+03+PARACAIDAS.jpg

i9 10850K, RTX3080, MSFS.

My avsim uploads      Myflightsim.to uploads

 

 

The MiG-31 has a periscope for the backseater, so he can see in front of him. Pretty nifty.

You can see it here: http://3.bp.blogspot.com/-l9docBQoe0Q/UNxvUi29SaI/AAAAAAAAM6s/KH6ddSh3W80/s1600/MIG-31+AGUA+03+PARACAIDAS.jpg

 

 

Thank you! That is really awesome! Never seen anything like it before. 

ASUS ROG STRIX Z390-E GAMING / i9-9900k @ 4.7 all cores w/ NOCTUA NH-D15S / 2080ti / 32GB G.Skill 3200 RIPJAWS / 1TB Evo SSD / 500GB Evo SSD /  2x 3TB HDD / CORSAIR CRYSTAL 570X / IPSG 850W 80+ PLATINUM / Dual 4k Monitors 

 

 


People need to get it into their heads this is not FSX anymore, and the water animation is a new feature

Understand what tessellation is all about.

 

Oh Please..LM has acknoledged that they had to drop working on the water and attend to more serious issue to keep their release date and they have said they will take a look. Now stop telling me stuff.

Manny

Beta tester for SIMStarter 

Create an account or sign in to comment

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.