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Environment Force Discussion Thread

Featured Replies

3 hours ago, cyyzrwy24 said:

So you haven't install PTA back?

NOPE. Alls are better than PTA tweaks with REX ENV FORCE AUTO MODE

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11 hours ago, IanHarrison said:

What is this VC turning grey?

Well Ian, sorry for my misinterpretation but from your sentence, I understand nothing of you wanting pictures! You just ask what it's about?

Also if you have followed this (and the other) topic when EF was released, you would have definately fond the pictures and needed information.

Nevertheless, please excuse me if you found my post somehow innapropiate.

Gerald K. - Germany

AMD 7800x3D / ASUS ROG X670E-Gaming / ASUS Strix  RTX 3090 OC / 64 Gb RAM GSKILL.

"Flightstick" = X56 HOTAS RGB Logitech

I really hope that REX EF will provide cockpit variables in future update or that I can use my beloved PTA cockpit settings in conjunction with EF.

Informal

Ken Wennerholm

UTC +2  ESSA

4 hours ago, Flic1 said:

Environment Force is strictly a shader utility

Not entirely true. The shader aspect is awesome, as I’ve never really messed with those before. But just as cool is the building and changing of the weather and environment (with the help of dynamic auto shaders)! I’m still probably easily pleased, but I’ve been blown away with how awesome EF is! 

/ CPU: Intel i7-9700K @4.9 / RAM: 32GB G.Skill 3200 / GPU: RTX 4080 16GB /

Freight Pilot

5 hours ago, Flic1 said:

Environment Force would not negate the need for SkyForce as EF does not contain any textures so you would still be using textures from SKyForce.

Hi Eric,

I stand corrected on that one - thanks! That would explain why, I think I read somewhere, the SkyForce installation needs to be present but doesn’t have to be running in the background. I presume EF is also able to access and inject dynamically SF cloud structures?

Regards,

Mike

23 minutes ago, Cruachan said:

That would explain why, I think I read somewhere, the SkyForce installation needs to be present but doesn’t have to be running in the background. I presume EF is also able to access and inject dynamically SF cloud structures?

Yes that is correct. Environment Force will pull from the textures that are within Sky Force, you just need to have Sky Force installed but not running. You WILL need Sky Force running if you wish to use Sky Force's built in weather. 

Is it done yet? When will it be released? Will it be freeware or payware? How much will it cost? Any updates on the progress? Will it work for Xbox? Can I be a beta tester? How's the performance in VR?

here is a utube that explains  on  how  to  use  ef

 

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Peter kelberg

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If someone wants to go with Manual mode is there possibility to use shader expressions , for example like cb_fPrecipitationLevel, maybe in mini UI?

Or we have to wait for PTA compatibility and use partial PTA and partial Manual mode for a total result?

__________________________________________________________________________________________
My FS Photos - My MSFS Settings - i7-14700K / 64GB RAM / MSI 4070 Ti SUPER / 1440p
 

Was hoping for a hotfix last night for TS users, it now looks like it going to be "Days"

Very Disappointing start. After the disaster start having P3D not even restored after a un-install client and re-install. 5 hours of pain. The language to me was they found the bug and we would get the fix. Now it has gone to beta testing...you only need to open the sim to see if its fixed it or not....so now, days for someone to open a sim and see if there VC is grey! Really!

 

 

 

Edited by Nyxx

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43 minutes ago, earthdog said:

If someone wants to go with Manual mode is there possibility to use shader expressions , for example like cb_fPrecipitationLevel, maybe in mini UI?

Or we have to wait for PTA compatibility and use partial PTA and partial Manual mode for a total result?

PTA is complete 4.4 and 4.5 compatible ....

SF is using sliders for manual setting the tweaks, so no expressions.

When using Automated mode they probably use expressions. You probably cannot modify these ...

To be sure you will have to ask the REX team..

Edited by GSalden

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FOV : 200 degrees

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4 minutes ago, Nyxx said:

Was hoping for a hotfix last night for TS users, it now looks like it going to be "Days"

Very Disappointing start. After the disaster start having P3D not even restored after a un-install client and re-install. 5 hours of pain. The language to me was they found the bug and we would get the fix. Now it has gone to beta testing...you only need to open the sim to see if its fixed it or not....so now, days for someone to open a sim and see if there VC is grey! Really!

 

David,

I understand your frustration, but somehow you found a bug that was unexpected.

As a developer I understand how these things can happen, before  I gave the first version of AI Lights Reborn Professional (BETA) to my Beta testers,  I tested it first myself for 3 months as much as I could with as many add-on's as I could, however the Beta testers used it in a way that I could have never foreseen and they found lots of bugs withing few hours. These bugs really took me by surprise to be honest, and many of them were due to 3rd party variables (3rd party add-on's, ways users configured their simulators, their operating system language, how they modify their AI traffic, etc.) all these variables would have been imposible for me to know in advance to anticipate and test.

I imagine REX problem is, injecting shaders while users are already using 3rd party products doing similar things.. and somehow the exact combination you and other have was not occurring inside their Beta tests.

I also understand why they wish to "Beta test" the fix first. This is not a bad approach if you think about it as it helps them to ensure when they release the update it will work as intended, now that they went LIVE and they have more data to understand what the causes of the problems are, they are expanding their tests to avoid further problems, so it is a good investment to let them be 100% sure everything will work.

No software is free of bugs, all ground breaking add-on's go thru this cycle when they are released the first time (some examples, GSX, FSLabs Airbus, Leonardo MadDog, etc.), and I am sure I will experience similar experiences during my releases as well despite all my efforts and intense tests my Beta team -which many of them you already know on this forums- have put towards it.

The important thing is knowing you are receiving the required support and they are working to get it sorted as fast as they can, we all know histories with software houses that release faulty products and never gets fixed.. but clearly this is not the case with REX.

My 2 cents,

Simbol

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10 hours ago, Cruachan said:

Hi Eric,

I stand corrected on that one - thanks! That would explain why, I think I read somewhere, the SkyForce installation needs to be present but doesn’t have to be running in the background. I presume EF is also able to access and inject dynamically SF cloud structures?

Regards,

Mike

That's how I understood. Although, it is not yet clear if SF needs to be open (running in sys tray) or not. Even REX members seem to have different opinions about this. See REX EF forum.

- Harry 

9800x3D (Strix x870e-E)  -  64GB RAM (DDR5 6000, CL 30)  -  RTX 5090, 34'' 1440p OLED HDR  -  Windows 11 Pro (1TB M.2)  -  MSFS 2024 (MS Store, 4TB M.2).

One remark when already using PTA/TS

Shaders are being optimized by LM and with every P3D update some Shader parts have changed ( improved ). Therefore it can take up several days / weeks before they are 100% compatible with the new P3D version.

With each P3D update both developers have to modify the tweaks in order to be 100% compatible with the new Shaders folder inside P3D.

The same goes for SF.

Hopefully REX will be fully compatible with PTA/TS when they release the hotfix.

Then you can use PTA/TS for terrain tweaking icw SF.

Edited by GSalden

5950x3d 5.4-5.7 GHz - Asus ROG 870 Crosshair Apex - GSkill Neo 2x 24 Gb 6000 mhz / cas 26 -  MSI RTX 5090 Gaming Trio OC - 1x SSD M2 6000 2TB - 1x SSD M2 2800/1800 1Tb -  Corsair 5400  case - Corsair 360 liquid cooling set  - 3x 75’ TCL tv.

13600  6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb  - 1x SSD M2 2800/1800 2TB - 2x  Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - 

FOV : 200 degrees

My flightsim vids :  https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0

 

  • Commercial Member
20 minutes ago, GSalden said:

One remark when already using PTA/TS

Shaders are being optimized by LM and with every P3D update some Shader parts have changed ( improved ). Therefore it can take up several days / weeks before they are 100% compatible with the new P3D version.

With each P3D update both developers have to modify the tweaks in order to be 100% compatible with the new Shaders folder inside P3D.

The same goes for SF.

Hopefully REX will be fully compatible with PTA/TS when they release the hotfix.

Then you can use PTA/TS for terrain tweaking icw SF.

So that would mean that we will be able to use PTA for VC/Terrain and on top of that use also EF for the rest?

__________________________________________________________________________________________
My FS Photos - My MSFS Settings - i7-14700K / 64GB RAM / MSI 4070 Ti SUPER / 1440p
 

On 5/2/2019 at 5:16 AM, David Roch said:

Hi folks,
If you own REX SF, do yourselves a favor, don't read the negative comments, try EF by yourselves.
It brings a new dimension to the sim, something we have never seen: dynamism.
Together with AS, the result is outstanding.

1DG8Kd.jpg

Uvb416.jpg

6P2OL3.jpg

Default shaders?

MSFS

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