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GSalden

Visibility and cloud draw distance

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Hi guys,

 

Flying at 37000 ft I saw that I could see the ground in the far distance further than the clouds.

The idea is to have the clouds till they fade away in the haze.

 

Settings P3D :

- max clouds draw distance 90 mls

 

Settings ASN :

- max visibility 90 mls

- max clouds draw distance 93 mls

 

So I would presume that clouds fade in from the haze in the far distance.

Only when setting the clouds draw distance in P3D to 110 mls I get what I want.

 

I thought that the clouds draw distance from P3D and ASN were the same with the same setting..

 

All suggestions are welcome.

 

 

Distance.jpg

 

 

The same as above with P3D set to 110 mls

 

Distance2.jpg

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It's always been my assumption and experience, that ASN took complete control of cloud settings when running.

I don't know how to explain your difference.

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Perhaps LM increased the LOD?

 

Vic

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To me 90 mls in P3D shouldbe the same as 90 mls in ASN.

Or P3D uses land miles ( 1.6 km ) and ASN sea miles ( 1.8 km )....

 

However, someone else posted the same issue at the HiFiSim forum.

 

I am curious if it is working on your pc ...

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Lower your maximum visibility. I keep mine around 50-60 miles. This also ensures I don't see far off, blurry textures.

When is visibility ever actually 90 miles clear? In the winter in Montana maybe?


 

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Lower your maximum visibility. I keep mine around 50-60 miles. This also ensures I don't see far off, blurry textures.

 

When is visibility ever actually 90 miles clear? In the winter in Montana maybe?

 

 

At altitude you can frequently see things at 100 miles out

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However, someone else posted the same issue at the HiFiSim forum.

 

Good evening, 

yes, that was me.

 

I have exactly this problem, normally I have the upper visibility limited to 60 nm but now after updating to P3Dv3.2 and updating ASN I have this problem.

 

And I am not the only one, I know a few others with this problem.

 

I think this problem is related to ASN and so I hope that this will be fixed soon!

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At altitude you can frequently see things at 100 miles out

 

I'm sure you can. The planes I fly in real life don't go that high and I wasn't necessarily talking about being in the flight levels.

 

But in regards to the OP, if he's not at FL350, it's plenty realistic to just lower the max visibility. And even if he is up high, who cares if you can't see 100 miles out? There's nothing but haze and bluriness anyway given the way P3D renders far off textures. Just lower it and problem solved. Not like you are missing out on anything.

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I noticed this effect too, even when I reduced upper vis to down to 25 miles, with the latest 4.1 beta.

 

Interesting to note that you don't get this effect when using OpusFSI.

 

Stu

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It looks like Upper Visibility is at max , whatever distance you set the slider at..

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It looks like Upper Visibility is at max , whatever distance you set the slider at..

 

Working fine here P3D V3.2.2.16659...

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Working fine here P3D V3.2.2.16659...

Andre,

Does the upper visibility get more or less when you set the Upper Visibility slider manual from 25 to 100 and the other way round.

On my system nothing is happening.

This is with visibility Distance set at Auto.

So not manually.

 

I have the same version as you.

With v3.1 I had no issues.

 

I only updated the client and content.

Not the scenery.

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Quote from Damian Clark :

 

"We've investigated and can confirm that since P3D v3 there has been visibility control issues which have not been able to be resolved within ASN (yet). Is this a new thing that you're noticing specifically from 3.1 to 3.2 P3D update, with ASN SP4.1 updated to ASN SP4.1 with 3.2 compatibility update? In other words, is this specific to the very latest build, or can you confirm this is related to known visibility control issues with P3D v3 in general? "

 

And

 

"

It so far appears like something specific in P3D v3.2 has caused this to not work any longer. We're investigating but not sure we can "fix" it yet."

 

 

So if you guys have it working could you tell us your visibility settings in both P3D and ASN ?

And what kind of upgrade you did ( version ) : client / content / scenery

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Quote from Damian Clark :

 

"We've investigated and can confirm that since P3D v3 there has been visibility control issues which have not been able to be resolved within ASN (yet). Is this a new thing that you're noticing specifically from 3.1 to 3.2 P3D update, with ASN SP4.1 updated to ASN SP4.1 with 3.2 compatibility update? In other words, is this specific to the very latest build, or can you confirm this is related to known visibility control issues with P3D v3 in general? "

 

And

 

"

It so far appears like something specific in P3D v3.2 has caused this to not work any longer. We're investigating but not sure we can "fix" it yet."

 

 

So if you guys have it working could you tell us your visibility settings in both P3D and ASN ?

And what kind of upgrade you did ( version ) : client / content / scenery

 

Going to test some more Gerard but working here as it should be will test with different settings...

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Quote from Damian Clark :

 

"We've investigated and can confirm that since P3D v3 there has been visibility control issues which have not been able to be resolved within ASN (yet). Is this a new thing that you're noticing specifically from 3.1 to 3.2 P3D update, with ASN SP4.1 updated to ASN SP4.1 with 3.2 compatibility update? In other words, is this specific to the very latest build, or can you confirm this is related to known visibility control issues with P3D v3 in general? "

 

And

 

"

It so far appears like something specific in P3D v3.2 has caused this to not work any longer. We're investigating but not sure we can "fix" it yet."

 

 

So if you guys have it working could you tell us your visibility settings in both P3D and ASN ?

And what kind of upgrade you did ( version ) : client / content / scenery

 

Tested and have the same issue local here apology for the mis communication here ;-)

I have my settings pretty conservative, that's why I didn't noticed it at first...

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