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efis007

XP11 haze quantity & clouds color (solved)

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ok, these DataRefs are (all) aready used in XP10 (many of them explained and shared here and im X-Plane.org forum) and few are new in XP11 - there are already many topics about that , RTH is based on this things !
for first you need the DataRefEditor (but that´s clear), then the FlyWithLua plugin - http://forums.x-plan...r-xp9-and-xp10/ - put this plugin in the main plugin folder (whatever):\X-Plane 11\Resources\plugins
 
The scripts are very easy to use - se example below:

 

Thanks for the tutorial! I will give it a try this weekend!

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Nice Script ... and thats exactly why I wrote my WARNING above :smile:

 

Why? Because its very easy to set up the script and then forget about it ... and when Laminar changes something on their side (the "fast moving target"), and everything looks ugly again, then it happens easily, that you blame (and send bug reports to) Laminar where in reality their change on its own is good ... but only in combination with your script it makes a mess (which you think is a bug, and report)!

 

You say, "nah, won't happen with my script" ? Reality is - and I had numerous such mail conversations in the past years  - that people easily forget or overlook all their changes / tweaks / configs / installations when they find an issue (and usually at the end of the mail exchange its an "ooh ... sorry, ... I forgot that I did this or that ... which messed it all up").

 

So, I repeat: experimenting is cool and nice ... but during a BETA (BETA!) it can become a boomerang :wink: !

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but during a BETA (BETA!) it can become a boomerang

 

That's why the prudent user cleans up his folders before updating, or even better, uses two installs, one for experimenting and one for a vanilla version. Which can be done with XP.

But thanks for reminding us, Andras.


Hans

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Tried that, however lua engine stops upon loading.

 

Got it, syntax error found and corrected.  :rolleyes:


Hans

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That's why the prudent user cleans up his folders before updating, or even better, uses two installs, one for experimenting and one for a vanilla version. Which can be done with XP.

But thanks for reminding us, Andras.

In an ideal world, YES :smile:

But my text was not meant for those who understand this (and act accordingly) but for those many - partly new - users who are just new to the fun and (understandably) grab every cool new tweak ... and then forget about it and are in for a bad awakening :smile: (and my experience proved over and over that there are more than enough users like that out there).

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Oh - LUA is working?  I thought it was busted?  How can I get these set for good?

You have to build a LUA script...then place it in the LUA Scripts folder.   Now..when in the sim....at the start of the load in...and you are sitting at your airport, the ***red*** LUA STOPPED in the top right will show.  You need to go to your Plug In pull down, and open up the LUA engine...and at the bottom, RESTART the Lua Engine. It will now stay engaged. If you move to another airport...the same things happens. The LUA engine kicks out...and you only have to manually restart it.  Then all is fine again.

Got it, syntax error found and corrected.  :rolleyes:

What was the syntax error?

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The proposal to restart the lua engine did not work for me. So I studied the Lua debug file and it told me that some of the controls were not existing. I then looked up the dataref plugin and came to the following solution:

 

set("sim/private/controls/atmo/atmo_scale_raleigh", 30.0)
set("sim/private/controls/atmo/inscatter_gain_mie", -0.5)
set("sim/private/controls/atmo/inscatter_gain_raleigh", 8) 
set("sim/private/controls/atmo/scatter_raleigh_b", 75.0)
set("sim/private/controls/atmo/scatter_raleigh_g", 9.4) 
set("sim/private/controls/atmo/scatter_raleigh_r", 5.6)
set("sim/private/controls/hdr/gain_min", 2.0)
set("sim/private/controls/hdr/sky_gain", 8.0)
set("sim/private/controls/hdr/white_point", 2.2) 
set("sim/private/controls/fog/std_deviation_cutoff", 0.5)
set("sim/private/controls/dome/kill_glares", 1.0)
set("sim/private/controls/clouds/spec_gain", 20.0)
 
The most important one for me is the kill_glares entry. The banding made me nuts.
I dialed the spec_gain back to 20 from 30, still too much IMO. 
Will try a couple of different values to find visuals to my liking. This is all very much up to personal taste. 

Hans

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This is all very much up to personal taste.

 

Exactly...very subjective.  Without the RTH interface experimenting is a little more tedious, but it can still be done with the sim running which is good.


Ryan

 

 

 

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That's why the prudent user cleans up his folders before updating, or even better, uses two installs, one for experimenting and one for a vanilla version. Which can be done with XP.

But thanks for reminding us, Andras.

Thats the way how I'm using my X-Plane and (tweaks). I make always a backup and own a clean "version" of X-Plane. Thank you Andras for remindig us, I forgot to say that, sorry. For me as a "long time user" that's clear and there is also a reminder from Laminar (or Ben Supnik) that this Datarefs are undocumented and only used for debugging and it could be that some of them are not included in the following versions of X-Plane!

That was really a simple help and explanation how to use the script, from my side.

:-)


AMD Ryzen 9 7950X3D , watercooled, GeForce RTX 4090, RAM 64GB Kingston Fury 6000Mhz , Fractal Design 7 XL, MSI X670 Carbon, all SSD

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193cfc2e43.jpg

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* FS2004 Supersky * ( Atmo Ambient Environment addon) creator.
* XP11 atmoXphere * (
Atmo Ambient Environment addon ) creator.
*
XP12.0.8 * with ACT (A
mbient Corrector Tweek ).

[Pc intel i3-4160 3.6ghz, 8gb ram, GeForce RTX-3060 12gb, Win10 Home 64bit]
 

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I have use AUA425 member script (very thanks Aua!) with some modify:

 

function color()
 
if sunpitch < 0.74 then
blue = 78.0
red = 1.00
grey = 9.3
set( "sim/private/controls/atmo/atmo_scale_raleigh",        30.0 )
set( "sim/private/controls/atmo/inscatter_gain_raleigh",        17.0 )
set( "sim/private/controls/atmo/inscatter_gain_mie",     -0.5 )
set( "sim/private/controls/atmo/inscatter_raleigh_b",     52.0 )
set( "sim/private/controls/atmo/inscatter_raleigh_g",    9.4 ) 
set( "sim/private/controls/atmo/inscatter_raleigh_r",    5.6 )
set( "sim/private/controls/hdr/gain_min",    2.0 )
set( "sim/private/controls/hdr/sky_gain",    5.0 )
set( "sim/private/controls/hdr/white_point",    2.2 ) 
set( "sim/private/controls/fog/std_deviation_cutoff",    0.30 )
set( "sim/private/controls/clouds/ambient_gain",    5.0 )
set( "sim/private/controls/skyc/whiteout_in_clouds",    0.0 ) 
set( "sim/private/controls/clouds/spec_gain",    30.0 )
set( "sim/private/controls/clouds/cloud_shadow_lighten_ratio",    0.90 )
set( "sim/private/controls/clouds/cloud_last_res_3d",    2.0 )
set( "sim/private/controls/clouds/light_curve_power",    0.45 )
 
elseif sunpitch >= 0.74 and sunpitch < 1.5 then
blue = 80.0
red = 1.00
grey = 9.3
set( "sim/private/controls/atmo/atmo_scale_raleigh",        30.0 )
set( "sim/private/controls/atmo/inscatter_gain_raleigh",        17.0 )
set( "sim/private/controls/atmo/inscatter_gain_mie",     -0.5 )
set( "sim/private/controls/atmo/inscatter_raleigh_b",      52.0 )
set( "sim/private/controls/atmo/inscatter_raleigh_g",    9.4 ) 
set( "sim/private/controls/atmo/inscatter_raleigh_r",    5.6 )
set( "sim/private/controls/hdr/gain_min",    2.0 )
set( "sim/private/controls/hdr/sky_gain",    5.0 )
set( "sim/private/controls/hdr/white_point",    2.2 ) 
set( "sim/private/controls/fog/std_deviation_cutoff",    0.30 )
set( "sim/private/controls/clouds/ambient_gain",    5.0 )
set( "sim/private/controls/skyc/whiteout_in_clouds",    0.0 ) 
set( "sim/private/controls/clouds/spec_gain",    30.0 )
set( "sim/private/controls/clouds/cloud_shadow_lighten_ratio",    0.90 )
set( "sim/private/controls/clouds/cloud_last_res_3d",    2.0 )
set( "sim/private/controls/clouds/light_curve_power",    0.45 )
 
elseif sunpitch >= 1.5 and sunpitch < 2.75 then
blue = 82.0
red = 1.00
grey = 9.3
set( "sim/private/controls/atmo/atmo_scale_raleigh",        30.0 )
set( "sim/private/controls/atmo/inscatter_gain_raleigh",        17.0 )
set( "sim/private/controls/atmo/inscatter_gain_mie",     -0.5 )
set( "sim/private/controls/atmo/inscatter_raleigh_b",     52.0 )
set( "sim/private/controls/atmo/inscatter_raleigh_g",    9.4 ) 
set( "sim/private/controls/atmo/inscatter_raleigh_r",    5.6 )
set( "sim/private/controls/hdr/gain_min",    2.0 )
set( "sim/private/controls/hdr/sky_gain",    5.0 )
set( "sim/private/controls/hdr/white_point",    2.2 ) 
set( "sim/private/controls/fog/std_deviation_cutoff",    0.30 )
set( "sim/private/controls/clouds/ambient_gain",    5.0 )
set( "sim/private/controls/skyc/whiteout_in_clouds",    0.0 ) 
set( "sim/private/controls/clouds/spec_gain",    30.0 )
set( "sim/private/controls/clouds/cloud_shadow_lighten_ratio",    0.90 )
set( "sim/private/controls/clouds/cloud_last_res_3d",    2.0 )
set( "sim/private/controls/clouds/light_curve_power",    0.45 )
 
elseif sunpitch >= 2.75 and sunpitch < 3 then
blue = 84.0
red = 1.00
grey = 9.3
set( "sim/private/controls/atmo/atmo_scale_raleigh",        30.0 )
set( "sim/private/controls/atmo/inscatter_gain_raleigh",        17.0 )
set( "sim/private/controls/atmo/inscatter_gain_mie",     -0.5 )
set( "sim/private/controls/atmo/inscatter_raleigh_b",      52.0 )
set( "sim/private/controls/atmo/inscatter_raleigh_g",    9.4 ) 
set( "sim/private/controls/atmo/inscatter_raleigh_r",    5.6 )
set( "sim/private/controls/hdr/gain_min",    2.0 )
set( "sim/private/controls/hdr/sky_gain",    5.0 )
set( "sim/private/controls/hdr/white_point",    2.2 ) 
set( "sim/private/controls/fog/std_deviation_cutoff",    0.30 )
set( "sim/private/controls/clouds/ambient_gain",    5.0 )
set( "sim/private/controls/skyc/whiteout_in_clouds",    0.0 ) 
set( "sim/private/controls/clouds/spec_gain",    30.0 )
set( "sim/private/controls/clouds/cloud_shadow_lighten_ratio",    0.90 )
set( "sim/private/controls/clouds/cloud_last_res_3d",    2.0 )
set( "sim/private/controls/clouds/light_curve_power",    0.45 )
 
elseif sunpitch >= 3 and sunpitch < 8.5 then
blue = 85.0
red = 1.00
grey = 9.2
set( "sim/private/controls/atmo/atmo_scale_raleigh",        30.0 )
set( "sim/private/controls/atmo/inscatter_gain_raleigh",        17.0 )
set( "sim/private/controls/atmo/inscatter_gain_mie",     -0.5 )
set( "sim/private/controls/atmo/inscatter_raleigh_b",     52.0 )
set( "sim/private/controls/atmo/inscatter_raleigh_g",    9.4 ) 
set( "sim/private/controls/atmo/inscatter_raleigh_r",    5.6 )
set( "sim/private/controls/hdr/gain_min",    2.0 )
set( "sim/private/controls/hdr/sky_gain",    5.0 )
set( "sim/private/controls/hdr/white_point",    2.2 ) 
set( "sim/private/controls/fog/std_deviation_cutoff",    0.30 )
set( "sim/private/controls/clouds/ambient_gain",    5.0 )
set( "sim/private/controls/skyc/whiteout_in_clouds",    0.0 ) 
set( "sim/private/controls/clouds/spec_gain",    30.0 )
set( "sim/private/controls/clouds/cloud_shadow_lighten_ratio",    0.90 )
set( "sim/private/controls/clouds/cloud_last_res_3d",    2.0 )
set( "sim/private/controls/clouds/light_curve_power",    0.45 )
 
elseif sunpitch >= 8.5 and sunpitch < 10.01 then
blue = 86.0
red = 1.00
grey = 9.1
set( "sim/private/controls/atmo/atmo_scale_raleigh",        30.0 )
set( "sim/private/controls/atmo/inscatter_gain_raleigh",        17.0 )
set( "sim/private/controls/atmo/inscatter_gain_mie",     -0.5 )
set( "sim/private/controls/atmo/inscatter_raleigh_b",      52.0 )
set( "sim/private/controls/atmo/inscatter_raleigh_g",    9.4 ) 
set( "sim/private/controls/atmo/inscatter_raleigh_r",    5.6 )
set( "sim/private/controls/hdr/gain_min",    2.0 )
set( "sim/private/controls/hdr/sky_gain",    5.0 )
set( "sim/private/controls/hdr/white_point",    2.2 ) 
set( "sim/private/controls/fog/std_deviation_cutoff",    0.30 )
set( "sim/private/controls/clouds/ambient_gain",    5.0 )
set( "sim/private/controls/skyc/whiteout_in_clouds",    0.0 ) 
set( "sim/private/controls/clouds/spec_gain",    30.0 )
set( "sim/private/controls/clouds/cloud_shadow_lighten_ratio",    0.90 )
set( "sim/private/controls/clouds/cloud_last_res_3d",    2.0 )
set( "sim/private/controls/clouds/light_curve_power",    0.45 )
 
elseif sunpitch >= 10.01 and sunpitch < 11 then
blue = 88.0
red = 1.00
grey = 9.0
set( "sim/private/controls/atmo/atmo_scale_raleigh",        30.0 )
set( "sim/private/controls/atmo/inscatter_gain_raleigh",        17.0 )
set( "sim/private/controls/atmo/inscatter_gain_mie",     -0.5 )
set( "sim/private/controls/atmo/inscatter_raleigh_b",      52.0 )
set( "sim/private/controls/atmo/inscatter_raleigh_g",    9.4 ) 
set( "sim/private/controls/atmo/inscatter_raleigh_r",    5.6 )
set( "sim/private/controls/hdr/gain_min",    2.0 )
set( "sim/private/controls/hdr/sky_gain",    5.0 )
set( "sim/private/controls/hdr/white_point",    2.2 ) 
set( "sim/private/controls/fog/std_deviation_cutoff",    0.30 )
set( "sim/private/controls/clouds/ambient_gain",    5.0 )
set( "sim/private/controls/skyc/whiteout_in_clouds",    0.0 ) 
set( "sim/private/controls/clouds/spec_gain",    30.0 )
set( "sim/private/controls/clouds/cloud_shadow_lighten_ratio",    0.90 )
set( "sim/private/controls/clouds/cloud_last_res_3d",    2.0 )
set( "sim/private/controls/clouds/light_curve_power",    0.45 )
 
elseif sunpitch >= 11 then
blue = 90.0
red = 0.90
grey = 9.0
set( "sim/private/controls/atmo/atmo_scale_raleigh",        30.0 )
set( "sim/private/controls/atmo/inscatter_gain_raleigh",        17.0 )
set( "sim/private/controls/atmo/inscatter_gain_mie",     -0.5 )
set( "sim/private/controls/atmo/inscatter_raleigh_b",      52.0 )
set( "sim/private/controls/atmo/inscatter_raleigh_g",    9.4 ) 
set( "sim/private/controls/atmo/inscatter_raleigh_r",    5.6 )
set( "sim/private/controls/hdr/gain_min",    2.0 )
set( "sim/private/controls/hdr/sky_gain",    5.0 )
set( "sim/private/controls/hdr/white_point",    2.2 ) 
set( "sim/private/controls/fog/std_deviation_cutoff",    0.30 )
set( "sim/private/controls/clouds/ambient_gain",    5.0 )
set( "sim/private/controls/skyc/whiteout_in_clouds",    0.0 ) 
set( "sim/private/controls/clouds/spec_gain",    30.0 )
set( "sim/private/controls/clouds/cloud_shadow_lighten_ratio",    0.90 )
set( "sim/private/controls/clouds/cloud_last_res_3d",    2.0 )
set( "sim/private/controls/clouds/light_curve_power",    0.45 )
 
end
 
return blue, red, grey, sunpitch end
 
do_often("color()")
 
dataref ("sunpitch", "sim/graphics/scenery/sun_pitch_degrees", "readonly")
dataref ("blue", "sim/private/controls/atmo/scatter_raleigh_b", "writeable")
dataref ("grey", "sim/private/controls/atmo/scatter_raleigh_g", "writeable")
dataref ("red", "sim/private/controls/atmo/scatter_raleigh_r", "writeable")
 
Note! This script generates "lua stopped" error, but it seems to work.  :unsure2:

* FS2004 Supersky * ( Atmo Ambient Environment addon) creator.
* XP11 atmoXphere * (
Atmo Ambient Environment addon ) creator.
*
XP12.0.8 * with ACT (A
mbient Corrector Tweek ).

[Pc intel i3-4160 3.6ghz, 8gb ram, GeForce RTX-3060 12gb, Win10 Home 64bit]
 

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This script generates "lua stopped" error, but it seems to work

 

 

Found some syntax errors. Should work without error as follows:

 

function color()
 
if sunpitch < 0.74 then
blue = 78.0
red = 1.00
grey = 9.3
set( "sim/private/controls/atmo/atmo_scale_raleigh",        30.0 )
set( "sim/private/controls/atmo/inscatter_gain_raleigh",        17.0 )
set( "sim/private/controls/atmo/inscatter_gain_mie",     -0.5 )
set( "sim/private/controls/atmo/scatter_raleigh_b",     52.0 )
set( "sim/private/controls/atmo/scatter_raleigh_g",    9.4 ) 
set( "sim/private/controls/atmo/scatter_raleigh_r",    5.6 )
set( "sim/private/controls/hdr/gain_min",    2.0 )
set( "sim/private/controls/hdr/sky_gain",    5.0 )
set( "sim/private/controls/hdr/white_point",    2.2 ) 
set( "sim/private/controls/fog/std_deviation_cutoff",    0.30 )
set( "sim/private/controls/clouds/ambient_gain",    5.0 )
set( "sim/private/controls/skyc/white_out_in_clouds",    0.0 ) 
set( "sim/private/controls/clouds/spec_gain",    30.0 )
set( "sim/private/controls/clouds/cloud_shadow_lighten_ratio",    0.90 )
set( "sim/private/controls/clouds/last_res_3d",    2.0 )
set( "sim/private/controls/clouds/light_curve_power",    0.45 )
 
elseif sunpitch >= 0.74 and sunpitch < 1.5 then
blue = 80.0
red = 1.00
grey = 9.3
set( "sim/private/controls/atmo/atmo_scale_raleigh",        30.0 )
set( "sim/private/controls/atmo/inscatter_gain_raleigh",        17.0 )
set( "sim/private/controls/atmo/inscatter_gain_mie",     -0.5 )
set( "sim/private/controls/atmo/scatter_raleigh_b",      52.0 )
set( "sim/private/controls/atmo/scatter_raleigh_g",    9.4 ) 
set( "sim/private/controls/atmo/scatter_raleigh_r",    5.6 )
set( "sim/private/controls/hdr/gain_min",    2.0 )
set( "sim/private/controls/hdr/sky_gain",    5.0 )
set( "sim/private/controls/hdr/white_point",    2.2 ) 
set( "sim/private/controls/fog/std_deviation_cutoff",    0.30 )
set( "sim/private/controls/clouds/ambient_gain",    5.0 )
set( "sim/private/controls/skyc/white_out_in_clouds",    0.0 ) 
set( "sim/private/controls/clouds/spec_gain",    30.0 )
set( "sim/private/controls/clouds/cloud_shadow_lighten_ratio",    0.90 )
set( "sim/private/controls/clouds/last_res_3d",    2.0 )
set( "sim/private/controls/clouds/light_curve_power",    0.45 )
 
elseif sunpitch >= 1.5 and sunpitch < 2.75 then
blue = 82.0
red = 1.00
grey = 9.3
set( "sim/private/controls/atmo/atmo_scale_raleigh",        30.0 )
set( "sim/private/controls/atmo/inscatter_gain_raleigh",        17.0 )
set( "sim/private/controls/atmo/inscatter_gain_mie",     -0.5 )
set( "sim/private/controls/atmo/scatter_raleigh_b",     52.0 )
set( "sim/private/controls/atmo/scatter_raleigh_g",    9.4 ) 
set( "sim/private/controls/atmo/scatter_raleigh_r",    5.6 )
set( "sim/private/controls/hdr/gain_min",    2.0 )
set( "sim/private/controls/hdr/sky_gain",    5.0 )
set( "sim/private/controls/hdr/white_point",    2.2 ) 
set( "sim/private/controls/fog/std_deviation_cutoff",    0.30 )
set( "sim/private/controls/clouds/ambient_gain",    5.0 )
set( "sim/private/controls/skyc/white_out_in_clouds",    0.0 ) 
set( "sim/private/controls/clouds/spec_gain",    30.0 )
set( "sim/private/controls/clouds/cloud_shadow_lighten_ratio",    0.90 )
set( "sim/private/controls/clouds/last_res_3d",    2.0 )
set( "sim/private/controls/clouds/light_curve_power",    0.45 )
 
elseif sunpitch >= 2.75 and sunpitch < 3 then
blue = 84.0
red = 1.00
grey = 9.3
set( "sim/private/controls/atmo/atmo_scale_raleigh",        30.0 )
set( "sim/private/controls/atmo/inscatter_gain_raleigh",        17.0 )
set( "sim/private/controls/atmo/inscatter_gain_mie",     -0.5 )
set( "sim/private/controls/atmo/scatter_raleigh_b",      52.0 )
set( "sim/private/controls/atmo/scatter_raleigh_g",    9.4 ) 
set( "sim/private/controls/atmo/scatter_raleigh_r",    5.6 )
set( "sim/private/controls/hdr/gain_min",    2.0 )
set( "sim/private/controls/hdr/sky_gain",    5.0 )
set( "sim/private/controls/hdr/white_point",    2.2 ) 
set( "sim/private/controls/fog/std_deviation_cutoff",    0.30 )
set( "sim/private/controls/clouds/ambient_gain",    5.0 )
set( "sim/private/controls/skyc/white_out_in_clouds",    0.0 ) 
set( "sim/private/controls/clouds/spec_gain",    30.0 )
set( "sim/private/controls/clouds/cloud_shadow_lighten_ratio",    0.90 )
set( "sim/private/controls/clouds/last_res_3d",    2.0 )
set( "sim/private/controls/clouds/light_curve_power",    0.45 )
 
elseif sunpitch >= 3 and sunpitch < 8.5 then
blue = 85.0
red = 1.00
grey = 9.2
set( "sim/private/controls/atmo/atmo_scale_raleigh",        30.0 )
set( "sim/private/controls/atmo/inscatter_gain_raleigh",        17.0 )
set( "sim/private/controls/atmo/inscatter_gain_mie",     -0.5 )
set( "sim/private/controls/atmo/scatter_raleigh_b",     52.0 )
set( "sim/private/controls/atmo/scatter_raleigh_g",    9.4 ) 
set( "sim/private/controls/atmo/scatter_raleigh_r",    5.6 )
set( "sim/private/controls/hdr/gain_min",    2.0 )
set( "sim/private/controls/hdr/sky_gain",    5.0 )
set( "sim/private/controls/hdr/white_point",    2.2 ) 
set( "sim/private/controls/fog/std_deviation_cutoff",    0.30 )
set( "sim/private/controls/clouds/ambient_gain",    5.0 )
set( "sim/private/controls/skyc/white_out_in_clouds",    0.0 ) 
set( "sim/private/controls/clouds/spec_gain",    30.0 )
set( "sim/private/controls/clouds/cloud_shadow_lighten_ratio",    0.90 )
set( "sim/private/controls/clouds/last_res_3d",    2.0 )
set( "sim/private/controls/clouds/light_curve_power",    0.45 )
 
elseif sunpitch >= 8.5 and sunpitch < 10.01 then
blue = 86.0
red = 1.00
grey = 9.1
set( "sim/private/controls/atmo/atmo_scale_raleigh",        30.0 )
set( "sim/private/controls/atmo/inscatter_gain_raleigh",        17.0 )
set( "sim/private/controls/atmo/inscatter_gain_mie",     -0.5 )
set( "sim/private/controls/atmo/scatter_raleigh_b",      52.0 )
set( "sim/private/controls/atmo/scatter_raleigh_g",    9.4 ) 
set( "sim/private/controls/atmo/scatter_raleigh_r",    5.6 )
set( "sim/private/controls/hdr/gain_min",    2.0 )
set( "sim/private/controls/hdr/sky_gain",    5.0 )
set( "sim/private/controls/hdr/white_point",    2.2 ) 
set( "sim/private/controls/fog/std_deviation_cutoff",    0.30 )
set( "sim/private/controls/clouds/ambient_gain",    5.0 )
set( "sim/private/controls/skyc/white_out_in_clouds",    0.0 ) 
set( "sim/private/controls/clouds/spec_gain",    30.0 )
set( "sim/private/controls/clouds/cloud_shadow_lighten_ratio",    0.90 )
set( "sim/private/controls/clouds/last_res_3d",    2.0 )
set( "sim/private/controls/clouds/light_curve_power",    0.45 )
 
elseif sunpitch >= 10.01 and sunpitch < 11 then
blue = 88.0
red = 1.00
grey = 9.0
set( "sim/private/controls/atmo/atmo_scale_raleigh",        30.0 )
set( "sim/private/controls/atmo/inscatter_gain_raleigh",        17.0 )
set( "sim/private/controls/atmo/inscatter_gain_mie",     -0.5 )
set( "sim/private/controls/atmo/scatter_raleigh_b",      52.0 )
set( "sim/private/controls/atmo/scatter_raleigh_g",    9.4 ) 
set( "sim/private/controls/atmo/scatter_raleigh_r",    5.6 )
set( "sim/private/controls/hdr/gain_min",    2.0 )
set( "sim/private/controls/hdr/sky_gain",    5.0 )
set( "sim/private/controls/hdr/white_point",    2.2 ) 
set( "sim/private/controls/fog/std_deviation_cutoff",    0.30 )
set( "sim/private/controls/clouds/ambient_gain",    5.0 )
set( "sim/private/controls/skyc/white_out_in_clouds",    0.0 ) 
set( "sim/private/controls/clouds/spec_gain",    30.0 )
set( "sim/private/controls/clouds/cloud_shadow_lighten_ratio",    0.90 )
set( "sim/private/controls/clouds/last_res_3d",    2.0 )
set( "sim/private/controls/clouds/light_curve_power",    0.45 )
 
elseif sunpitch >= 11 then
blue = 90.0
red = 0.90
grey = 9.0
set( "sim/private/controls/atmo/atmo_scale_raleigh",        30.0 )
set( "sim/private/controls/atmo/inscatter_gain_raleigh",        17.0 )
set( "sim/private/controls/atmo/inscatter_gain_mie",     -0.5 )
set( "sim/private/controls/atmo/scatter_raleigh_b",      52.0 )
set( "sim/private/controls/atmo/scatter_raleigh_g",    9.4 ) 
set( "sim/private/controls/atmo/scatter_raleigh_r",    5.6 )
set( "sim/private/controls/hdr/gain_min",    2.0 )
set( "sim/private/controls/hdr/sky_gain",    5.0 )
set( "sim/private/controls/hdr/white_point",    2.2 ) 
set( "sim/private/controls/fog/std_deviation_cutoff",    0.30 )
set( "sim/private/controls/clouds/ambient_gain",    5.0 )
set( "sim/private/controls/skyc/white_out_in_clouds",    0.0 ) 
set( "sim/private/controls/clouds/spec_gain",    30.0 )
set( "sim/private/controls/clouds/cloud_shadow_lighten_ratio",    0.90 )
set( "sim/private/controls/clouds/last_res_3d",    2.0 )
set( "sim/private/controls/clouds/light_curve_power",    0.45 )
 
end
 
return blue, red, grey, sunpitch end
 
do_often("color()")
 
dataref ("sunpitch", "sim/graphics/scenery/sun_pitch_degrees", "readonly")
dataref ("blue", "sim/private/controls/atmo/scatter_raleigh_b", "writeable")
dataref ("grey", "sim/private/controls/atmo/scatter_raleigh_g", "writeable")
dataref ("red", "sim/private/controls/atmo/scatter_raleigh_r", "writeable")

Hans

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Note! This script generates "lua stopped" error, but it seems to work.  :unsure2:

 

 

its all good here ...

You May also want to reduce the awful jet exhaust

 

X-Plane 11\Resources\shaders

 

hdr glsf

 

#include "prefix.glsl"

 

#define MODE_COPY 0

#define MODE_GRAY 1

#define MODE_BLUR 2

#define MODE_HEAT 3

#define MODE_FXAA 4

 

// Set this to 1 to get light metering HUD in HDR mode.

#define WANT_LIGHTMETER 0

 

#define FXAA_GREEN_AS_LUMA 1

 

#if __VERSION__ >= 130

#define FXAA_GLSL_130 1

#else

#define FXAA_GLSL_120 1

#endif

 

#if FSHADER && MODE == MODE_FXAA

#include "Fxaa3_11.glsl"

#endif

 

#include "srgb.glsl"

 

 

#line 31

 

uniform vec2 u_offset;

uniform vec4 u_kernel1;

uniform vec4 u_kernel2;

uniform float u_time;

#if MODE == MODE_FXAA

uniform vec4 u_super_dim;

#endif

uniform mat4 u_mvp_matrix;

 

varying vec4 v_screen_pos;

varying vec4 v_color;

varying vec2 v_texcoord0;

 

uniform vec2 u_filter[4];

 

#if TONE_MAP

#include "tone_map.glsl"

#endif

 

 

#if VSHADER

 

attribute vec4 a_vertex;

attribute vec4 a_color;

attribute vec2 a_texcoord0;

 

void main (void)

{

v_texcoord0.st = a_texcoord0;

v_screen_pos = u_mvp_matrix * a_vertex;

gl_Position = v_screen_pos;

v_color = a_color;;

 

#if TONE_MAP

 

calc_light_meter();

 

#endif

}

 

#endif

 

#if FSHADER

 

uniform sampler2D u_tex1;

uniform sampler2D u_tex2;

 

#define K 1.0

 

vec4 final_color_correct(vec4 in_color)

{

vec3 rgb = in_color.rgb;

 

#if TONE_MAP

#if TO_SRGB

tone_map_linear_to_srgb(rgb);

#else

tone_map(rgb);

#endif

#elif TO_SRGB

rgb = to_srgb(rgb);

#endif

 

 

return vec4(rgb,in_color.a);

}

 

 

 

 

void main (void)

{

#if MODE==MODE_BLUR

 

gl_FragColor =

u_kernel2.w * texture2D(u_tex1, v_texcoord0.st - 7.0 * u_offset * K)

+ u_kernel2.z * texture2D(u_tex1, v_texcoord0.st - 6.0 * u_offset * K)

+ u_kernel2.y * texture2D(u_tex1, v_texcoord0.st - 5.0 * u_offset * K)

+ u_kernel2.x * texture2D(u_tex1, v_texcoord0.st - 4.0 * u_offset * K)

+ u_kernel1.w * texture2D(u_tex1, v_texcoord0.st - 3.0 * u_offset * K)

+ u_kernel1.z * texture2D(u_tex1, v_texcoord0.st - 2.0 * u_offset * K)

+ u_kernel1.y * texture2D(u_tex1, v_texcoord0.st - u_offset * K)

+ u_kernel1.x * texture2D(u_tex1, v_texcoord0.st )

+ u_kernel1.y * texture2D(u_tex1, v_texcoord0.st + u_offset * K)

+ u_kernel1.z * texture2D(u_tex1, v_texcoord0.st + 2.0 * u_offset * K)

+ u_kernel1.w * texture2D(u_tex1, v_texcoord0.st + 3.0 * u_offset * K)

+ u_kernel2.x * texture2D(u_tex1, v_texcoord0.st + 4.0 * u_offset * K)

+ u_kernel2.y * texture2D(u_tex1, v_texcoord0.st + 5.0 * u_offset * K)

+ u_kernel2.z * texture2D(u_tex1, v_texcoord0.st + 6.0 * u_offset * K)

+ u_kernel2.w * texture2D(u_tex1, v_texcoord0.st + 7.0 * u_offset * K);

#endif

 

#if MODE==MODE_COPY

gl_FragColor = v_color * final_color_correct(texture2D(u_tex1, v_texcoord0.st));

#endif

 

#if MODE==MODE_GRAY

// Grayscale shader. v_color's rgb is the weight ratios to convert to gray - usually

// mostly green since that's how our eyes work.

 

vec4 rgba = texture2D(u_tex1, v_texcoord0.st);

rgba.rgb = vec3(dot(v_color.rgb,rgba.rgb));

rgba = final_color_correct(rgba);

rgba.a *= v_color.a;

gl_FragColor = rgba;

#endif

 

#if MODE==MODE_HEAT

// gl_FragColor = texture2D(u_tex1, v_screen_pos.st);

vec2 screen_rat = vec2(

(v_screen_pos.x / v_screen_pos.w) * 0.5 + 0.5,

(v_screen_pos.y / v_screen_pos.w) * 0.5 + 0.5);

float t1 = fract(u_time);

t1 = (t1 > 0.1) ? (0.3 - t1) : t1;

t1 *= 0.2;

float t2 = 0.3 - t1;

 

 

vec2 noise_st1 = texture2D(u_tex2, screen_rat*0.5 +vec2(0,u_time)).rg * 2.0 - vec2(1.0);

vec2 noise_st2 = texture2D(u_tex2, screen_rat*0.5 + vec2(0.5)+vec2(u_time,0)).rg * 2.0 - vec2(1.0);

 

 

vec3 blur = texture2D(u_tex1, screen_rat

+ noise_st1 * 0.005 * t1

+ noise_st2 * 0.005 * t2).rgb;

 

gl_FragColor = vec4(blur,v_color.a);

gl_FragColor = final_color_correct(gl_FragColor);

 

// gl_FragColor = vec4(blur,0.25+noise);

// gl_FragColor = vec4(0.5 + noise);

 

 

#endif

 

#if MODE==MODE_FXAA

 

// gl_FragColor.rgb = FxaaPixelShader(v_texcoord0.xy, u_tex1, u_offset);

 

gl_FragColor = vec4(0.0);

 

for(int x = 0; x < u_super_dim.x; ++x)

for(int y = 0; y < u_super_dim.y; ++y)

{

vec2 sub_pos = v_texcoord0.xy + vec2(x,y) * u_offset - u_super_dim.zw;

gl_FragColor += FxaaPixelShader(

// v_texcoord0.xy, // pos

sub_pos,

vec4(0.0), // console pos

u_tex1, // tex

u_tex1, // console tex-1

u_tex1, // console tex-2

u_offset, // 1/screen size

vec4(0.0), // console screen offsets

vec4(0.0), // console screen offsets

vec4(0.0), // console screen offsets

0.75, // sub px qual

0.166, // edge thesh

0.0833, // min thresh

0.0, // sharpness (console)

0.05, // console edge

0.0, // console edge min

vec4(0.0)); // console directional constants

}

gl_FragColor *= (1.0 / (u_super_dim.x * u_super_dim.y));

 

// gl_FragColor.rgb = texture2D(u_tex1,v_texcoord0.xy).xyz;

gl_FragColor = final_color_correct(gl_FragColor);

gl_FragColor.a = 1.0;

 

#endif

}

 

#endif

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