October 31, 201510 yr So next question why are they 2d sprites and not like the other clouds? Thanks,Pankaj Dekate
October 31, 201510 yr I wasn't able to replicate spinning clouds, but I didn't try that hard ... maybe if I used extreme altitudes and view angles and zoom levels with TrackIR? I only tested with either P3D default clouds or REX soft clouds. True 3D clouds would = about 0.5 frames per second or 2 seconds per frame (on high end GPUs) ... True 3D clouds with infinite randomness would be about 0.01 frames per second ... that's why we have 2D sprites that move to view angle so when your view angle is close to TDC they appear to rotate. Maybe in 10 years or so we'll have hardware capable of rendering randomish true 3D clouds that are dynamic and work with weather engines. Cheers, Rob.
October 31, 201510 yr ... maybe if I used extreme altitudes and view angles and zoom levels with TrackIR? I only tested with either P3D default clouds or REX soft clouds. Well Rob, I think the angle with your view and the axis of the sprite is important, rather than the zoom factor or altitude. For instance, I just popped up the default scenario, zoomed fully out, and without taking off, I just had to look nearly straight up up to see a spinning cloud at cloud base, of which I then toyed around with. If my viewing angle is close to the zenith or nadir with the cloud, then the cloud spins. Which makes sense. Daniel Moser
November 1, 201510 yr Commercial Member Well Rob, I think the angle with your view and the axis of the sprite is important, rather than the zoom factor or altitude. For instance, I just popped up the default scenario, zoomed fully out, and without taking off, I just had to look nearly straight up up to see a spinning cloud at cloud base, of which I then toyed around with. If my viewing angle is close to the zenith or nadir with the cloud, then the cloud spins. Which makes sense. Those are great looking clouds. What programs are you using? REX AccuSeason Developer REX Simulations
November 1, 201510 yr Those are great looking clouds. What programs are you using? Rex 3 cloud sprites. I think they're okay, but too fibrous and aged looking. I use Active Sky Next for a weather engine. Daniel Moser
November 1, 201510 yr How did you get ASN to work with V3? Jim Driscoll, MSI Raider GE76 12UHS-607 17.3" Gaming Laptop Computer - Blue Intel Core i9 12th Gen 12900HK 1.8GHz Processor; NVIDIA GeForce RTX 3080 Ti 16GB GDDR6; 64GB DDR5-4800 RAM; Dual M2 2TB Solid State Drives.Driving a Sony KD-50X75, and KDL-48R470B @ 4k 3724x2094,MSFS 2020, 30 FPS on Ultra Settings. Jorg/Asobo: “Weather is a core part of our simulator, and we will strive to make it as accurate as possible.”Also Jorg/Asobo: “We are going to limit the weather API to rain intensity only.”
November 1, 201510 yr Commercial Member I just downloaded the regular version of ASN and it works great with v3 except for that gauge thingy that does not seem to work yet. Paul Grubich 2017 - Professional texture artist painting virtual aircraft I love. Be sure to check out my aged cockpits for the A2A B-377, B-17 and Connie at Flightsim.com and Avsim library
November 1, 201510 yr Moderator The new beta works with V3 and the xgauge also works. Vic RIG#1 - I9 14900K MSI Pro z790 RTX 5070Ti 40" 4K Monitor 3840x2160
November 1, 201510 yr I installed the build 5765 with the update, and it works perfect, the thing i find confusing and frustrating every time i go on the website there's a different version and i cant find the old version lol Its like a magical merry go round of builds and betas that appear and disappear :smile: It appears now that B5781 is the latest build and beta. But Daniel is using the 5751 beta but i thought the B5781 was the latest, My head hurts now. I guess the answer is, if it works for me don't change.
November 1, 201510 yr But Daniel is using the 5751 beta but i thought the B5781 was the latest, My head hurts now. I guess the answer is, if it works for me don't change. The beta software I'm using is probably obsolete by now, so don't worry too much about it. Daniel Moser
November 2, 201510 yr I have the same issue in p3d v3 with REX 4 or default clouds, i had it also in the v2.5.. In VC when i rotate my head (TrackIr or Hat) some of the clouds rotates, and cause also strange shadow light issue... I found this "fix" on the web that i used in 2.5 too, and it seems to reduce a lot this problem: (EDIT THE FILE CLOUD.FX) On that line i edited the value from 3000 to 500: float blendDistance = 500; // Clouds will be fully volumize from 3000 meters, reducing to 0 at 6000 But i really don't know what it really does.. Gianluca
November 2, 201510 yr That setting causes you to see more detailed clouds much closer to the aircraft. You will experience a drawback in that you may find the constant drawing of so many cloud sprites as being distracting. This change to cloud.fx was first suggested by users on the official LM forum.
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