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Prepar3D v2.5 Development Update

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This is a battle you'll have to fight with LM ... what I see is a change in corona based on view angle ... sorta like putting on very dark sunglass when looking directly at the sun, the sun will appear to be much smaller without it's corona/bloom ... the corona is filter but the sun size remains the same regardless of time of day and the corona/bloom will change based on your view angle not time of day ... demonstrated that in my video.

 

 I agree from your pictures FSX sun size is larger but FSX doesn't have HDR and the some of the effects that P3D has ... FSX sizes are based on the limitations of that environment.  I guess I'm saying I wouldn't expect the sizes to be the same between the FSX and P3D.

 

Now if you don't like the effect or the way it looks in P3D, there are probably ways around that if you dig ... changing corona bmps, suneffect.cfg, maybe even some adjustment to shader files, or hoping a 3rd party devs to come along and provides those options (like REX for example).  Lots of flexibility in P3D for those that prefer visuals a specific way.

 

Cheers, Rob.

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@Rob, that is REX Texture Direct latest SP sun files within your video. 

Tim Fuchs
Managing Partner
REX SIMULATIONS 

website:  www.rexsimulations.com
support www.rexaxis.com

Have any of you seen that movie Sunshine (2007)?  Do we need to create an Icarus model and launch it in P3D?  Haven't you noticed how cold it's been?  Looks small to me too, but I was told not to stare at it, so I don't notice much ... maybe that's your problem.  


Ok, enough tinkering.  Let us have 2.5 now.


I didn't realize how much that bridge thing mattered until I saw it fixed.

Disclaimer:  [email protected] on Asus Maximus X Formula, G.Skill TridentZ RGB 4x8GB 4266/17 XMP, EVGA 2080 ti Kingpin (8400/2160Mhz), Samsung 960 EVO 250GB PCIe M.2 NVMe SSD , 28TB HDD total - 4TB+ photoscenery, Romex Software PrimoCache RAM and SSD cache (must have!), 3x1080p 30" monitors, Samsung Odyssey VR HMD, Pimax 4k & BE HMDs, Samsung Gear VR '17, Homdio v1, Cardboard, custom loop 2x 360x64ML Rads, Thermaltake View 71, VRM watercool, Thermal Grizzly Conductonaut CPU (naked die), Fujipoly / ModRight Ultra Extreme System Builder Thermal Pad on MB VRM. 8x Corsair ML120 (slight positive pressure). 🙂

Just one more thing I'd like to ask Rob to relay to the dev team... I've been meaning to report it for some time, but it's not really a major issue... This happens in all planes with proper 3D bezels around flight instruments at more extreme sun angles, causing the shadow to become detached from the object.

 

2015-1-31_9-13-13-957.jpg

 

Tym

The "bloom" around the Sun probably varies with elevation angle above the horizon, but the actual size of the solar disc should be almost exactly the same as the Moon. However, these are sometimes exaggerated in simulations for effect, because they can both look surprisingly small when seen (for example) in documentaries on TV.

Christopher Low

AMD Ryzen 7 9800X3D CPU / 64GB DDR5-6000 RAM / 12GB Nvidia RTX 4070 Super GPU / Gigabyte X870E Aorus Elite Wifi 7 / 1+2TB Samsung Evo Plus M2 Nvme

UK2000 Beta Tester

You folks crack me up ... ok here ya go:

 

Cheers, Rob.

Thanks for taking the time to do another video. I am still a believer as I've always been, like with every version a no brainer for me, I will switch instantly as soon a new version gets released.

And 2.5 looks very good so far, thanks to your video's. I am maybe imagining but everything looks smoother, better colors and less blurries although that's hard to tell from a video.

 

Thanks and greetz,

Gerrit

 

 


that is REX Texture Direct latest SP sun files within your video.

 

Yes Tim ... I'm assuming it was you folks that change the suneffect.cfg for your texture sets?

 

[general]
SunSize=1300
MoonSize=2072
 
If these aren't the start of your settings, let me know.
 

 


The other is from P3D2.4, the default SunSize=800 being increased to 1600, by 100%.
 
LM's suneffect.cfg provided with Beta for suneffect.cfg
 
-FILE IS DEPRECATED-
File has been moved to %PROGRAMDATA%\Lockheed Martin\Prepar3D v2

 

which on P3D first run will create this:

 

NOTE: these are NOT the only entries ... there are many describing flare, moon, etc.

 

v2.5 beta 3 suneffect.cfg:

 

[general]
SunSize=900
MoonSize=2072

 

v2.4 suneffect.cfg:

 

[general]
SunSize=900
MoonSize=2072
 
Here is what the sun looks like using various default and REX combinations.
 
 
 
But I think my point here is that sun size and it's related textures can be custom tuned to meet whatever goals you have.  This can be done thru REX, oneself, or other 3rd party products ... enough flexibility to make this work anyway you want it to work.  The sun size isn't changing ... but view angle will impact how it appears.
 
I like the REX sun myself and hence why I use it.
 
Cheers, Rob.

 

The saw tooth issue is fixed in the wake animation, but wave animations operate separate from effects animations.  Wake is an effect.  The higher waves (high surface winds) the more they will "cut" thru the wake animation.  Wake animations work well for FSX waves since FSX doesn't really have true dynamic 3D waves like P3D.  Anyway, I did report it to LM and as I expected it's something they'll look into for a future v3.x product.

 

Thank you very much for your reply and the video. But I am not sure that we are talking about the same thing. I was referring to the 'spray' that is seen in the air behind the wing, but you are referring to the wake in the water. The 'spray' is hacked into pieces with me (v2.4), but in your video I do not see any spray behind the wing at all. Now I am not sure that it is because of the fix or otherwise...

 

Pleas have a close look again at my pictures:

http://forum.avsim.net/topic/460387-prepar3d-v25-development-update/page-20#entry3166667

 

TwotP3DV2Amphib2.JPG

 

The saw tooth issue is fixed in the wake animation, but wave animations operate separate from effects animations.  Wake is an effect.

Rob,

 

Thanks for all the vids.   Eagerly anticipating all the fixes in the latest build.  LM would definitely have to make what seems like major changes to specific effects to get them to work with Tesseslation which I believe is why shoreline effects were removed completely.  

 

The following vid has been mentioned before and shows wakes and rotor wash effects in DX11 but unclear how difficult it would be to implement something similar in P3D.

 

 

 

Thank you very much for your reply and the video. But I am not sure that we are talking about the same thing. I was referring to the 'spray' that is seen in the air behind the wing, but you are referring to the wake in the water. The 'spray' is hacked into pieces with me (v2.4), but in your video I do not see any spray behind the wing at all. Now I am not sure that it is because of the fix or otherwise...

 

Eric,

 

What you are describing sounds to me as the actual wake effect that in previous versions of P3D 2.x have all been incorrectly offset..  These wakes should be coming off the floats rather than the wing as can be seen in all the seaplanes in fsx.

Edited by n4gix
Deleted excessive quote and video link.

 

 


The 'spray' is hacked into pieces with me (v2.4), but in your video I do not see any spray behind the wing at all.

 

Interesting, I've never seen any "wing spray" at all ... but from your image that looks to me like that's wake animation occurring above the water and it just happened to be behind the wing.  Just did a quick check in the effects folder and there is nothing identified as "wing spray" or any combination there of.  Regardless, what was fixed in the wake was the saw tooth pattern. 

 

Now, wing spray can be done ... but the effects need attachment points to the aircraft 3D model ... so the developer of the aircraft (Aerosoft in this case) would need to provide such an affect.  But a word of warning, if FX are done wrong, they can impose a rather severe performance penalty (in terms of FPS).

 

Cheers, Rob.


 

 


LM would definitely have to make what seems like major changes to specific effects to get them to work with Tesseslation which I believe is why shoreline effects were removed completely.

 

Not sure what you mean here, I've seen shoreline effects?  Can you expand on that?

 

Cheers, Rob.

 

 


Found this thread referring to the effect I was talking about along with Beau's comments.

 

That's an old (August) thread ... but interestingly I was just pointing out an issue on LM's Beta forum regarding "shoreline" waves that were rotating with view ... so not sure what to say ... it'll be interesting to see where this develops. 

 

Cheers, Rob.

Interesting, I've never seen any "wing spray" at all ... but from your image that looks to me like that's wake animation occurring above the water and it just happened to be behind the wing.  Just did a quick check in the effects folder and there is nothing identified as "wing spray" or any combination there of.  Regardless, what was fixed in the wake was the saw tooth pattern. 

 

This indeed gets interesting, since I have had this 'effect' in all versions P3Dv2.x. And not only with the Twin Otter, but with also with other float planes. Unfortunately there not many float planes for P3D but I will try to investigate further, and also contact Aerosoft.

Please note I am not looking for this effect to be implemented, it is something new that just happened.

The following vid has been mentioned before and shows wakes and rotor wash effects in DX11 but unclear how difficult it would be to implement something similar in P3D.

 

Now that would be a good update to have, it's clearly possible to do, let's hope LM are up for it?

Kevin Firth - AMD 9800X3D; Asus Prime X670E; 64Gb Cas30 6000 DDR5; RTX5090; AutoFPS

You can get pretty close to that already in P3D, crank up the surface winds and go out to deeper waters.  White caps aren't quite as white or jagged, but not too far from it ... add some REX textures into the mix and it can look very good.

 

Cheers, Rob.  

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