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Prepar 3D v3 , ASN, how is icing modeled?

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Oh... wow... ummmm...  I have no clue how to go find my old post.

 

The biggest settings to set are    Min/Max cloud draw distance and viewing distances.        For clouds I use  83 miles for both min and max.    For the visuals I use 0 for min at ground, 50 max at ground and 80 miles in the air.   This, to me, gives the most realistic view of the world from the cockpit based on what I see in the real world when i fly.

Thanks Brian.

For clouds draw I use 90 min 110 max, 

 

Visibility, Ground min 0 max 15 miles, upper 110 to match max cloud draw.

 

Works perfect with auto gen etc.

Thanks for yours as well David.

 

bob

  • Commercial Member

Hi,

 

There are 2 things that come to play with this:

- First, when icing should be applied

- Second, what are the effects of excessive icing accumulation.

 

ASN is (and should be) responsible only for the first one. The second one is relevant to how the flight model is affected and is aircraft specific. What ASN does is dynamically apply icing accumulation rate based on the environment the aircraft is in. ASN is the only way (at least for now) you can get icing outside a cloud in the sim (e.g. sitting on the runway in freezing rain), because in the FSX/P3D simulators icing by default is triggered only when the aircraft is "in cloud".

 

As for the flight model consequences, I remember a couple of years ago, while testing our code, I left an NGX on a holding pattern at clean configuration (with wing anti-ice off) at about 210 knots and applied constant max icing. Since the aircraft was on auto pilot during this (as I did other stuff in the meantime) I can't tell when things started to feel "not right", I do know however that I got a stall warning after about 30-40 minutes during a turn. So. icing definitely affects the flight model. I suspect smaller aircraft will be much more vulnerable, but haven't tested it.

 

I know things can be improved in this area significantly, but I am also a proponent of what we call in programming the SRP (single responsibility principle). This is directly applicable to sim addons too. The weather engine should only figure out when to apply icing, but how the aircraft behavior is affected should be determined by the aircraft designer. This is the way to get the best results overall. I am very happy to learn that there are aircraft addon developers that have started taking advantage of our icing related API (as they do for ambient turbulence too) and we'll see the results of it soon.

Kostas Terzides

 

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