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XP12: the good, the bad, the ugly

Featured Replies

@MrBitstFlyer Was going through the comments in the dev blog and someone mentioned a script that used to do wonders for shadows in version 11. Unfortunately it hasn't been updated yet for v12. This could potentially fix the shadow issue. Worth a look https://forums.x-plane.org/index.php?/files/file/64093-asha-advanced-shadows-and-appearance/

Baber

 

My Youtube Channel http://www.youtube.com/user/HDOnlive

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1 hour ago, Baber20 said:

@MrBitstFlyer Was going through the comments in the dev blog and someone mentioned a script that used to do wonders for shadows in version 11. Unfortunately it hasn't been updated yet for v12. This could potentially fix the shadow issue. Worth a look https://forums.x-plane.org/index.php?/files/file/64093-asha-advanced-shadows-and-appearance/

Update for FlyWithLua XP-12 here.  just about to try ASHA - thanks!.

Edited by MrBitstFlyer

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1 hour ago, Murmur said:

Both requested by me! 😀 Happy to learn they're taking them into consideration. I think no sim has ever modeled accurately the blue hour. If well done, that would make for some majestic screenshots.

The (also much maligned) Aerofly Flightsims have always had moonlight night lighting as a feature, and its actually quite nicely done.

We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically.
 
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13 minutes ago, MrBitstFlyer said:

Update for FlyWithLua XP-12 here.  just about to try ASHA - thanks!.

ASHA not working for me 😒

CPU Ryzen 7800X 3D  RAM 32GB Corsair VENGEANCE DDR5 6000MHz GPU GEFORCE RTX 4090
Monitor AOC AGON AG352UCG UltraWide G-Sync @ 3440x1440
Internal Storage 1TB NVMe PCIe SSD 
External Storage Three 4Tb HDs

3 hours ago, MrBitstFlyer said:

ASHA not working for me 😒

Yeah same. I am trying to get in touch with the author. Left him a dm on org. Let's see if he replies back.

Baber

 

My Youtube Channel http://www.youtube.com/user/HDOnlive

6 hours ago, Murmur said:

Both requested by me! 😀 Happy to learn they're taking them into consideration. I think no sim has ever modeled accurately the blue hour. If well done, that would make for some majestic screenshots.

Murmur, Flight Unlimited 3 did it too, long long long ago !!! 🙂

Flying gliders since 1980

Flightsimming since 1992

AMD Ryzen 5600x, 32GB RAM, GPU Nvidia RTX 3060 Ti 8 GB, 1 TB and 500 GB nvme2 SSD drives, HP 27" 60Hz LED monitor @ 1920x1080, T16000, Hotas from old X52 Pro, Saitek Combat Rudder Pro (2010 model)

1 hour ago, jcomm said:

Murmur, Flight Unlimited 3 did it too, long long long ago !!! 🙂

The blue hour?

"Society has become so fake that the truth actually bothers people".

1 hour ago, Murmur said:

The blue hour?

Per Wikipedia:

The blue hour is the period of twilight when the Sun is at a significant depth below the horizon. During this time, the remaining sunlight takes on a mostly blue shade. This shade differs from the colour of the sky on a clear day, which is caused by Rayleigh scattering.”

Jim Barrett

Licensed Airframe & Powerplant Mechanic, Avionics, Electrical & Air Data Systems Specialist. Qualified on: Falcon 900, CRJ-200, Dornier 328-100, Hawker 850XP and 1000, Lear 35, 45, 55 and 60, Gulfstream IV and 550, Embraer 135, Beech Premiere and 400A, MD-80.

1 hour ago, Murmur said:

The blue hour?

Hmmm, not sure... Been a looooong time 🙂

Flying gliders since 1980

Flightsimming since 1992

AMD Ryzen 5600x, 32GB RAM, GPU Nvidia RTX 3060 Ti 8 GB, 1 TB and 500 GB nvme2 SSD drives, HP 27" 60Hz LED monitor @ 1920x1080, T16000, Hotas from old X52 Pro, Saitek Combat Rudder Pro (2010 model)

I have a feeling that the default C90B has received a bit of love from Laminar. More functional switches and it flies much more nicely than it did in XP11, with 225 KIAS at 250 pph at FL250 being no issue at all.

 

dpO7qdp.jpg

 

One thing I don't like about XP12 is that lighted elements like annunciators are very hard to read when flying in broad daylight as the virtual eye remains adapted to ouside conditions instead of allowing for more light from inside at the cost of view distance outside. Virtual sunglasses providing actual polarization would help tremenduously here., but the default ones just make everything darker.

And all external lights are very hard to see, if at all, in daylight. While not as effective as at night, there should at least be a perceptible flash from strobes and beacons and landing and nav lights being visible at their source for the very least. But Laminar probably already knows this.

Edited by Bjoern

7950X3D + 7900 XT + 64 GB + Linux | 4800H + RTX2060 + 32 GB + Linux
My add-ons from my FS9/FSX days

12 minutes ago, Bjoern said:

I have a feeling that the default C90B has received a bit of love from Laminar. More functional switches and it flies much more nicely than it did in XP11, with 225 KIAS at 250 pph at FL250 being no issue at all.

 

dpO7qdp.jpg

 

One thing I don't like about XP12 is that lighted elements like annunciators are very hard to read when flying in broad daylight as the virtual eye remains adapted to ouside conditions instead of allowing for more light from inside at the cost of view distance outside. Virtual sunglasses providing actual polarization would help tremenduously here., but the default ones just make everything darker.

And all external lights are very hard to see, if at all, in daylight. While not as effective as at night, there should at least be a perceptible flash from strobes and beacons and landing and nav lights being visible at their source for the very least. But Laminar probably already knows this.

When you use rasterization as a methodology to generate light/shadow, it doesn't account for ray bounce. In real life. Light bounces off surface. In order to demonstrate that to you. Here's a example of a game that with Ray Tracing. 

i37WCAK.png

The image on the left is using Global Illumination but no light bounce. There is only 1 light source in this scene. AS you can see. on the left, The rest of the room is super dark but reality is more like image on the right. So what developer has been doing for years is they are adding additional light sources to try to approximate the image on the right. Xplane 12 does that as well. There is a differently light source from the VC compare to the external light becaue Xplane 12 doesn't account for light bouncing of the material and lighting up the VC. Also you eyes does adapt between very bright and darker area depending on where you look so it's a really hard thing to simulate. I think LR needs a lot of work regarding their lighting in the VC to try to make what that would look like if they are trying to simulator Ray Tracing look. I hope this helps. 

Edited by fogboundturtle

https://fsprocedures.com Your home for all flight simulator related checklist.

24 minutes ago, fogboundturtle said:

When you use rasterization as a methodology to generate light/shadow, it doesn't account for ray bounce. In real life. Light bounces off surface. In order to demonstrate that to you. Here's a example of a game that with Ray Tracing.

...

The image on the left is using Global Illumination but no light bounce. There is only 1 light source in this scene. AS you can see. on the left, The rest of the room is super dark but reality is more like image on the right. So what developer has been doing for years is they are adding additional light sources to try to approximate the image on the right. Xplane 12 does that as well. There is a differently light source from the VC compare to the external light becaue Xplane 12 doesn't account for light bouncing of the material and lighting up the VC. Also you eyes does adapt between very bright and darker area depending on where you look so it's a really hard thing to simulate. I think LR needs a lot of work regarding their lighting in the VC to try to make what that would look like if they are trying to simulator Ray Tracing look. I hope this helps. 

That was indeed insightful. Thanks!

7950X3D + 7900 XT + 64 GB + Linux | 4800H + RTX2060 + 32 GB + Linux
My add-ons from my FS9/FSX days

XP12 at night is really well done. The moving car traffic and lighting system is spot on. 

5 minutes ago, Ianrivaldosmith said:

XP12 at night is really well done. The moving car traffic and lighting system is spot on. 

it doesn't have any light pollution affecting the sky and it's only orange light so lots of work to be done on their part.

https://fsprocedures.com Your home for all flight simulator related checklist.

56 minutes ago, fogboundturtle said:

it doesn't have any light pollution affecting the sky and it's only orange light so lots of work to be done on their part.

Even still, it’s better than the sometimes blurry mess I see in msfs, and the road traffic is way ahead. I wish msfs road traffic was like xplane. 

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